loxdogs

loxdogs pushed to main at loxdogs/blasteroids

1 month ago

loxdogs pushed to main at loxdogs/blasteroids

  • ddbe42eb15 The documentation is generated with PDF hyperlink
  • f86cbb1294 Doxygen compatibale comments Now every function in include/ has a description of what is it for, what its parameters do, what file is for
  • 853119d5d3 Updated README.md file Now the file is more represents the current stage of the project
  • 37ea999ec3 Updated .gitignore Made Doxygen documentation Now the project is doxygen compatibale. All functions Are updated. The docs are generated in latex and HTML style
  • 3e44084baf Added comments in spaceship.h Removed comments in spaceship.c
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1 month ago

loxdogs pushed to main at loxdogs/blasteroids

  • 1cd8c6e69e Merge remote-tracking branch 'forgejo/main'
  • 5f4e0a000b Fixed memory leaks. Improved movement. So I fixed all memory leaks. Don't know for sure was it done earlier, but the branch is called "mem_leaks", so I think I did this. Than I forgot to switch from this branch and started to make changes in movent... I fixed it! It was easier than I thought, even thou I don't like this fix much. So I made, that the ship now has a "accel" flag in his structure. If you press arrow UP the flag is active, or if the ship has more speed than SPEED_STOP. If speed is lower than SPEED_STOP, than flag turns false and the ship stops. From now on the heading of the ship and twist of the ship are equal.
  • 0bcc82380b Fixed memory leaks. Improved movement. So I fixed all memory leaks. Don't know for sure was it done earlier, but the branch is called "mem_leaks", so I think I did this. Than I forgot to switch from this branch and started to make changes in movent... I fixed it! It was easier than I thought, even thou I don't like this fix much. So I made, that the ship now has a "accel" flag in his structure. If you press arrow UP the flag is active, or if the ship has more speed than SPEED_STOP. If speed is lower than SPEED_STOP, than flag turns false and the ship stops. From now on the heading of the ship and twist of the ship are equal.
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1 month ago

loxdogs pushed to main at loxdogs/blasteroids

  • 3f67a02af7 Removed conflict stuff When I was merging branches I didn't solve the conflict, so I left with this in source files. Now it's solved and has no problems
  • d77bfcd80a Removed .settings/ directory from project Don't know does it do smth, but I hope it doesn't. As far as I know all you need is .project and .cproject files to include the project in eclipse.
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1 month ago

loxdogs pushed to main at loxdogs/blasteroids

  • 9e29ce1179 Merge remote-tracking branch 'origin/main'
  • 4c05707ce1 Made a lot of changes to the code factor Also thinking of remove .settings/ from the repo. Managed to get profiling tools working
  • 6b56c05936 Formated blasteroids.c code
  • b3b575def7 Made search for include versitile. Should have done this earlier.
  • 1b5a9a41b3 Added now the array of asteroids is freed. I added so that array of asteroids is freed on game closing. Also fixed the comments in blasteroids.c
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1 month ago

loxdogs pushed to main at loxdogs/blasteroids

  • e8bc4f3e8f The game exits on ESC or window close So I made the game to close, when you press ESC button or X to close the window. Also the memory frees(probably, I should check more precisely).

1 month ago

loxdogs pushed to main at loxdogs/blasteroids

  • ab9d694f38 Formated the code into specific coding style So, I can't say that this is my coding style. The formating part isn't over yet tbh. Mostly the google C/C++ coding style inspired me. Right now I call this google C/C++ (Harelair Edition) TODO: --Make a todo list and add it to readme --Formaly make the .md file about coding style --Use interpolation to convert ships speed
  • ad434c9218 Switched to eclipse IDE I just switched from code::blocks to eclipse C/C++ IDE for better debugging purposes
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2 months ago

loxdogs pushed to main at loxdogs/blasteroids

  • 8504b9f2fd The ship has inertion now So, I added some "magic numbers" to make the ship stop slightly, if player tries to accelerate on 180degrees opposite direction. Is it working how I imagined it to be? Not at all. It was way Harder than I expected. However I solved the angle wrapping problem with atan2 and some sin and cos. How this shit works I yet to find out, but I like this solution more, than module the whole angle add another degrees and convert it to radians. Big thanks to KosTTTT for this solution. Now I think I will traverse(finally) to making the collision of the objects and hope that everything will be fine, since I don't have polygons in my game

3 months ago

loxdogs pushed to main at loxdogs/blasteroids

3 months ago

loxdogs pushed to main at loxdogs/blasteroids

  • 73c874ffcc Manually adjusted columns to fit into 80 characters
  • 1cd6cc3821 Made changes to movement files
  • 85a4452104 Now make files goes through all ./src/ dir This was made, so I didn't forget to include new source files and break the make file, since functions will be unrefernced.
  • fde0702dd2 License changed to GPL-3.0-only
  • fbb52739ea Added graphics and movement headers This will allow for less time consuming compilation times. The thing is, they are already small, but I kind of made them permanent, so I won't return to these source files until needed

3 months ago

loxdogs created new branch main at loxdogs/blasteroids

3 months ago

loxdogs created repository loxdogs/blasteroids

3 months ago