Bryan Schumaker
7500d0d153
bump bug version
2011-01-22 10:36:38 -05:00
Bryan Schumaker
44d76c3738
web_server: Remove print statements
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These have been commented out in case I need them later.
2011-01-21 23:14:34 -05:00
Bryan Schumaker
00cca8dc23
libsaria: Don't save on preference initialization
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When a preference is initially created, it should be set to a default
value. If it is set to a default value, then we don't need to save it
immediately. Let's wait until it changes before actually doing a
save...
2011-01-21 22:14:47 -05:00
Bryan Schumaker
9c0a1ce0b2
libsaria: Don't immediately enable preference saving
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We shouldn't need to save preferences during startup because at this
point only the initial values have been set. If nothing is changed,
then nothing needs to be saved and we can save some time. This should
also prevent any problems caused by crashing during a save.
2011-01-21 22:10:37 -05:00
Bryan Schumaker
6fecf8d6ea
Merge branch 'master' into Ocarina-4.3
2011-01-21 21:53:54 -05:00
Bryan Schumaker
e030bf2eae
Don't filter when there are no terms
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If there are no terms to filter on, we should return a set of all items.
This will show all songs when a space has been entered into the filter
bar.
2011-01-21 21:51:44 -05:00
Bryan Schumaker
cd277837c7
Merge branch 'master' of git://lavos.homelinux.com/ocarina
2011-01-03 20:25:33 -05:00
Bryan Schumaker
c523fedb2f
Remove accidental merges
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For some reason I was pushing changes to my game engine into ocarina.
These changes don't belong here.
2011-01-03 20:21:00 -05:00
Bryan Schumaker
244ce91273
Merge branch 'master' of file:///home/bjschuma/public_html/git/ocarina
2011-01-03 20:17:43 -05:00
Bryan Schumaker
01ecf246e0
Merge branch 'Ocarina-4.3' of file:///home/bjschuma/public_html/git/ocarina into Ocarina-4.3
2011-01-03 20:16:11 -05:00
Bryan Schumaker
7cb13ebb97
engine: Simple font rendering
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engine.font.render_text() will return a surface that can be drawn during
each game loop iteration. Eventually, I think I want to make text a
GameObject so that it can be moved.
2011-01-03 14:45:52 -05:00
Bryan Schumaker
57c28ed07c
engine: initialize font
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The font init() function needs to be called before we can use a font.
2011-01-03 14:29:58 -05:00
Bryan Schumaker
82e5ecb622
engine: Added fonts
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Fonts will be used to write text on the screen.
2011-01-03 14:28:06 -05:00
Bryan Schumaker
1ddb618f7b
scripts: Added font information
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scripts/font.py will print out information about the fonts available to
pygame.
2011-01-03 14:26:54 -05:00
Bryan Schumaker
4b7fa50eee
spaceblaster: Random enemy initial position
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Enemies start off at a random position based on their (min, max) (x, y)
positions.
2011-01-03 12:54:59 -05:00
Bryan Schumaker
a72cca1084
spaceblaster: Initial enemy movement
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We should call the change_direction() function to randomly set initial
enemy movement, too.
2011-01-02 21:25:13 -05:00
Bryan Schumaker
ce65727273
spaceblaster: Improved enemy movement
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Enemies will go in a random direction for a random amount of time
(between 1 and 3 seconds)
2011-01-02 21:22:59 -05:00
Bryan Schumaker
cf1273d0c2
spaceblaster: Moving Trilords
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The Trilords will chase each other around the screen
2011-01-01 22:26:54 -05:00
Bryan Schumaker
3ea5b142a8
spaceblaster: Health is a parameter to the ArcadeShip()
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By passing initial health as a parameter, I can have enemies with a
different amount of health than the CSE-1670
2011-01-01 22:07:04 -05:00
Bryan Schumaker
cd24e87212
spaceblaster: Halve damage done by beams
2011-01-01 22:06:42 -05:00
Bryan Schumaker
6cbcafa073
spaceblaster: Adjust auto-fire interval
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This patch doubles the auto-fire interval so fewer shots are fired.
2011-01-01 22:05:39 -05:00
Bryan Schumaker
461f7b4604
spaceblaster: Add second Trilord
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This patch adds a second stationary Trilord to the enemy list.
2011-01-01 22:04:52 -05:00
Bryan Schumaker
20cb2f371e
engine: Reposition functions
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These functions can set GameObjects on the edges of their boundaries or
in the middle of the boundary region.
Additionally, movement in the x or y direction should be through the
closest integer and not a float (because pygame rects only work for
integers)
2011-01-01 21:16:21 -05:00
Bryan Schumaker
b000093330
engine: Don't need to convert tiled surface
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When creating a new surface, it should already be the best format for
displaying on the screen. We don't need to keep converting it.
2011-01-01 18:57:42 -05:00
Bryan Schumaker
724cf94be5
engine: remove render_tiled
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It is better to get a single tiled_image once, rather than rendering an
image tiled for every iteration.
2011-01-01 18:55:58 -05:00
Bryan Schumaker
c0c5316a46
spaceblaster: Stars with alpha layer
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Only coloring in a few points should be faster than overwriting a black
background with a black background.
2011-01-01 18:54:08 -05:00
Bryan Schumaker
c16ba7b171
engine: GameObject motion time based
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This should have been time based already... I wonder where this got lost
2011-01-01 18:52:50 -05:00
Bryan Schumaker
46255470e8
spaceblaster: Added stars.png
2011-01-01 17:44:16 -05:00
Bryan Schumaker
2e8ca139b2
engine: Added tiled image
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The tiled image function will return a surface the size of the screen
with the given image tiled on it.
2011-01-01 17:24:21 -05:00
Bryan Schumaker
d7c8396a1d
spaceblaster: Beam collisions in new loop
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Checking collisions using a static collide function variable should be faster
than having to look up the collide() function every time.
2011-01-01 16:26:27 -05:00
Bryan Schumaker
d3c86528d9
spaceblaster: Enemy list
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Enemies should be tracked in a list to allow for manipulations using a
for loop
2011-01-01 16:16:27 -05:00
Bryan Schumaker
9a71af230f
spaceblaster: Configurable beam damage
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Beams need to set the amount of damage they do on collision when the
beams are constructed.
2011-01-01 16:13:08 -05:00
Bryan Schumaker
ee9c56b434
spaceblaster: Beam collision damage
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When a beam hits an enemy, I subtract 20 health from the enemy's
remaining health. When the enemy is dead I print "Enemy dead" for
remaining hits.
2011-01-01 16:09:44 -05:00
Bryan Schumaker
ed3dde0278
engine: Remove collision print statement
2011-01-01 16:03:13 -05:00
Bryan Schumaker
27169a7413
spaceblaster: Reposition beams
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The GameObject.reposition() function is used to reposition game objects
and change the rectangle correctly. This allows for proper checks of
collisions between beams and enemies.
2011-01-01 16:01:34 -05:00
Bryan Schumaker
e019ba74d8
engine: GameObject rectangles
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Each GameObject instance has a rectangle associated with it. The
rectangle will move when the object is moved.
2011-01-01 15:49:24 -05:00
Bryan Schumaker
cd162b3200
spaceblaster: Added stationary Trilord
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The stationary Trilord will be used to develop collisions, money drops,
and possibly other useful features.
2011-01-01 15:39:20 -05:00
Bryan Schumaker
8396bc0fca
spaceblaster: Don't pass initial beam positions
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The initial beam positions are set in the fire function based on beam
size and the ship position. This currently isn't know when beams are
constructed.
2011-01-01 15:04:06 -05:00
Bryan Schumaker
ed52d5b57f
spaceblaster: Beam spacing changes
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This moves the initial starting point of all the beams to avoid an
overlap with the ship.
2011-01-01 14:57:02 -05:00
Bryan Schumaker
e28c0de821
spaceblaster: Multiple weapon levels
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For now, pressing "a" will increase the weapon level and "b" will
decrease the weapon level. There are 5 levels, with an additional beam
fired for each.
2011-01-01 12:45:51 -05:00
Bryan Schumaker
f48c723ef2
spaceblaster: Fire immediately when space bar is pressed
2010-12-31 12:09:21 -05:00
Bryan Schumaker
0aa9d1e959
spaceblaster: More timing changes
2010-12-31 12:03:35 -05:00
Bryan Schumaker
6b1095d972
spaceblaster: Timing changes
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I slowed down the ship, sped up the beams, and made the beams fire less
often.
2010-12-31 11:59:47 -05:00
Bryan Schumaker
51ec26dd03
engine: Don't pass ms for event functions
2010-12-31 11:56:31 -05:00
Bryan Schumaker
b73f73f400
spaceblaster: Use a fire interval rather than key repeating
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Checking when keys are pressed or released is better than using the
key_repeat abilities of pygame. We should use this, and then wait 50 ms
between each beam.
2010-12-31 11:54:36 -05:00
Bryan Schumaker
ee59446eee
spaceblaster: added beam class
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I should have added this earlier...
2010-12-31 11:41:04 -05:00
Bryan Schumaker
a84cc3c8f0
spaceblaster: Removed "remaining beams" printout
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This was added so I can make sure beams were being removed
2010-12-31 11:39:39 -05:00
Bryan Schumaker
4400f5dee5
engine: Custom minimum game object location
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This allows me to set a minimum location either on or off screen (so
that beams fly all the way off the screen before being removed)
2010-12-31 11:37:29 -05:00
Bryan Schumaker
35cc5f09d2
spaceblaster: can fire beams
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Beams are currently fired from the current location of the CSE-1670.
They are removed from the game when they are out-of-bounds
2010-12-31 11:34:39 -05:00
Bryan Schumaker
9af7fd64c9
engine: added object.is_offscreen()
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This function returns True if the game object is at least partially
offscreen. It returns False otherwise.
2010-12-31 11:33:40 -05:00