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36414a6996
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Put framework in place for dealing with graphs in 3 dimensions
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2011-07-01 12:24:52 -04:00 |
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7b4b3ba76e
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Fixed the one-node tree bug
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2011-07-01 11:48:49 -04:00 |
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ec2b513fe5
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We don't need much, so drop the framerate to make the game eat almost no CPU
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2011-07-01 11:43:19 -04:00 |
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b31a3e26ab
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Added some performance boosting framerate regulation
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2011-07-01 11:40:38 -04:00 |
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b50ed649f5
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Reworked initting code so new states get initted properly in main loop
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2011-07-01 11:16:41 -04:00 |
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303f1d4511
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Make title banner transpare
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2011-06-30 18:16:36 -04:00 |
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ca60c61ce6
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Implemented and integrated title screen - now game crashes at launch, though
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2011-06-30 17:21:46 -04:00 |
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d2322a7caf
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Made some adjustments to the game's ranging
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2011-06-28 22:27:33 -04:00 |
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8550b0f8f1
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Cleaned up some debugging code
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2011-06-28 22:14:55 -04:00 |
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7e17865c2a
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Implemented TitleScreen::init()
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2011-06-28 21:44:28 -04:00 |
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6a4b1c4cf2
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Refactored a wee bit of code in the GameStack... stack, and started building the title screen code
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2011-06-28 21:38:18 -04:00 |
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9961d177fd
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removed now unnecessary class, renamed project
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2011-06-28 21:21:31 -04:00 |
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a40773d8b0
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Fixed crash when removing vertex
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2011-06-27 23:05:14 -04:00 |
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2bddf92001
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Folded sdlrenderer code into Game(), since we'll be doing rendering on a per-state basis
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2011-06-27 22:35:52 -04:00 |
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5522cbc64c
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Refactored code heavily to be able to use a state stack - main function now does the basic init, looping, and shutdown, and each state is a pointer to an object that has its own event handling, rendering, etc
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2011-06-27 22:07:52 -04:00 |
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a77a8575c5
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Fixed crash on vertex_remove
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2011-06-27 20:37:46 -04:00 |
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39db9b6c12
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edge collision now works again
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2011-06-27 20:32:29 -04:00 |
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07fc8c67c1
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Removed the concept of edges in favor of a proper tree-style approach, with each vertex knowing about its neighbors. This seems to have broken both Grah::crosses_edge() and Graph::remove_vertex. and the move radius circle doesn't draw any more. Go team.
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2011-06-27 18:10:24 -04:00 |
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ed0d8c5e26
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Added debug statements for endgame
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2011-06-24 22:36:42 -04:00 |
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ed46a272b8
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Left some important files out of the repo
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2011-06-24 21:55:43 -04:00 |
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4d5770006c
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attacking now fully works - not terribly happy with the range of attack ranges though
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2011-06-24 15:06:52 -04:00 |
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6aedad51e5
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Most of the attack functionality now in place, but it's not all quite working yet
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2011-06-24 14:59:18 -04:00 |
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e51a328641
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More implementation for attacking
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2011-06-24 12:18:52 -04:00 |
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931ced321a
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Let gamedata store information about whether we are attacking or moving
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2011-06-24 12:02:53 -04:00 |
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a71ab74a9c
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Fixed strength calculation, yay
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2011-06-24 11:37:56 -04:00 |
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1a555b900c
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Split calculate_strength into a recursive and non-recursive portion - saves a lot of special checking
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2011-06-24 11:32:50 -04:00 |
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81028d7070
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Use floats for strength calculations s. This has the amusing problem of making everything after the first node 'inf'
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2011-06-24 11:06:26 -04:00 |
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977322d4ee
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First stab at the calculate_strength() function - all it nets us is a floating point exception when compiling with -DDEBUG
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2011-06-24 11:03:40 -04:00 |
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5205b9dfab
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Forgot to test compilation, made it happen...
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2011-06-24 10:19:41 -04:00 |
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3a3132e44a
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added a score value and some docs to Graph class
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2011-06-24 10:18:31 -04:00 |
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6560b1c28b
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Increase portability as per SDL standards, add a window title
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2011-06-24 09:53:44 -04:00 |
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718941eacd
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Quit on Ctrl-Q
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2011-06-24 09:48:59 -04:00 |
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837b3466a5
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Refactored all the rendering code into its own class
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2011-06-24 09:40:13 -04:00 |
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5ed05fc829
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Separated game-specific graph behavior into a subclass, implemented 2 players alternating turns
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2011-06-23 17:28:49 -04:00 |
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b967542157
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Support different colours for different vertices
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2011-06-23 15:10:40 -04:00 |
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9d36120f6d
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Fixed a compile bug, general code cleanup
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2011-06-23 14:42:07 -04:00 |
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00d2efa31f
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Added some notes on draw_circle_filled
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2011-06-23 14:34:53 -04:00 |
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a9bd00f37d
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Added code to prevent edges from crossing
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2011-06-23 13:54:28 -04:00 |
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fc71203220
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Use vertex's individual radius for all relevant calculations
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2011-06-23 12:46:32 -04:00 |
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4b1947fe44
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simple comment update
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2011-06-23 12:37:43 -04:00 |
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d76fc8099e
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Major refactoring - moved constants around, made graph class more graphy, put things where they belong. Simplified a lot of code that I wrote when I wasn't thinking clearly, apparently.
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2011-06-23 12:36:40 -04:00 |
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54b46d77d2
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Factored distance calculation into separate utility class
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2011-06-23 12:07:45 -04:00 |
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d8e97ff0c9
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Draw nodes with draw_circle_filled, eliminate node texture
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2011-06-23 10:10:07 -04:00 |
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ef2c6bc89f
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Clean up move_template stuff, move selection circle behind everything else
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2011-06-23 10:04:14 -04:00 |
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994cd3208a
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Added some files we forgot to track
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2011-06-23 09:38:15 -04:00 |
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a60ad393e9
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DrawUtils circle now fills, but alpha is a problem, since we're blending 1800 rectangles on each other
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2011-06-23 00:09:34 -04:00 |
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b5e385586d
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Replaced move_template with procedural circle primitive - but it won't fill or alphatize yet.
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2011-06-22 23:52:22 -04:00 |
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ecb16a4b5c
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Moved distance limiting code to a smarter location, refactored related code
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2011-06-22 23:06:23 -04:00 |
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1606dfb058
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Fixed bug with distance calculations... distance <> slope
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2011-06-22 22:47:56 -04:00 |
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5b53e0b115
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Fixed bugs with the move template
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2011-06-22 22:39:37 -04:00 |
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