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Arc: The Road to version 0.10
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Thu Apr 27, 2006 10:50 am    Post subject: Reply with quote

Quote:

You can look at it that way, or look at it as "Oh, he fixed some bugs and some things work now... I'll spend 5-10 minutes to see how he fixed things, and go from there"


True, but it is confusing to try to figure out what changes + whether the fixes are really fixes or not. I'm glad if you can do bug fixes, but bug fixing incomplete code is not really a 'bug fix,' and may require a deeper understanding of the problem.

Quote:

[ edit2 ] (e.g. support times of less than 0 to mean 'never automatically go to next frame')


Done.
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Thu Apr 27, 2006 11:14 am    Post subject: Reply with quote

I checked in a anim.rehash line after anim[animation] = new Animation -- this should speed up calls in process() later which are called more often
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Thu Apr 27, 2006 12:09 pm    Post subject: Reply with quote

ok
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Thu Apr 27, 2006 12:09 pm    Post subject: Reply with quote

got the pixel frame to pivot correctly now.
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Sun Apr 30, 2006 1:39 am    Post subject: Reply with quote

fixing up sprite collision detections. not all collision detections work yet.
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Sun Apr 30, 2006 9:31 am    Post subject: Reply with quote

Quote:
fixing up sprite collision detections. not all collision detections work yet.


OK -- I haven't gotten to collision detection in my game yet... working on space generation (making planets, stations etc.) Smile
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Sun Apr 30, 2006 2:54 pm    Post subject: Reply with quote

collision detections work now. sprite is still not done, as i have to add more features to it, like...

Code:


Functions:
   - zoom
   - change size

Frame:
   - Set/get display time for a certain frame
   - Set/get soundfx for frames

Animations:
   - set to different animations
   - get current animation
   - add/remove animations


Final Test:
   * Create starcraft marine with my sprite class



but i'm done for the day Razz
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Mon May 01, 2006 9:29 am    Post subject: Reply with quote

Quote:
I'm tempted just to not support those operations for pixframe.


Yeah, forget about it for now then. More important / pratical things to work on anyway Smile
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Mon May 01, 2006 9:53 am    Post subject: Reply with quote

damn, i thought i only left that up there for a few secs and you replied Razz

I deleted it because i thought i'd have zoom for pixframe, even if it is incredibly crappy.

I just added some zoom/size stuff and got the pixel frame to rotate the correct way.
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Mon May 01, 2006 10:53 am    Post subject: Reply with quote

Quote:
damn, i thought i only left that up there for a few secs and you replied


hah! good stuff, sometimes I just refresh these forums here at work when I take a break -- I must have gotten lucky Wink

Quote:
I just added some zoom/size stuff and got the pixel frame to rotate the correct way


Ahh, OK.

I'm making decent progress on my FreeUniverse game, in space generation... i want more time to work on it! but I have to "work", and go to "class" and spent time with my girlfriend and all those things Very Happy
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Mon May 01, 2006 2:13 pm    Post subject: Reply with quote

nice. i just finished up sprite for the most part. however i won't be able to do the starcraft thing, oh well.
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Tue May 02, 2006 10:40 pm    Post subject: Reply with quote

updated documentation, new homepage screenshot

http://arcgames.dsource.org/

added arc testing branch

http://www.dsource.org/projects/arcgames/browser/trunk/test/arc . Time to see what we can break. Let the bug fixing begin.
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Wed May 03, 2006 7:48 am    Post subject: Reply with quote

Cool -- so should I delete the branch I have now, and check out the testing branch? I'd like to add some low-level angle functionality to phyutil (like pointAtAngle(X1,Y1,X2,Y2) and moveToAngleX(angle) etc.)
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Wed May 03, 2006 9:13 am    Post subject: Reply with quote

Phr00t wrote:
Cool -- so should I delete the branch I have now, and check out the testing branch?


Yes. And feel free to fix bugs.

Quote:

I'd like to add some low-level angle functionality to phyutil (like pointAtAngle(X1,Y1,X2,Y2) and moveToAngleX(angle) etc.)


I kind of already have that functionality with phy/triangle.d, but if that is not satisfactory then feel free to add something else. Just don't add any 'major' features to testing, and make sure the stuff you add is well tested Razz

from http://www.dsource.org/projects/arcgames/browser/trunk/devel/warbots/game/robot.d
Code:


914          Point A, B, C;
915    
916          // robot center
917          A = Point(globs[num].centerX, globs[num].centerY);
918    
919          // place we want to go
920          B = Point(gotoX, gotoY);
921    
922          // point aiming at zero degrees
923          C = Point(globs[num].centerX + 100, globs[num].centerY);
924    
925          // create a triangle
926          auto Triangle triDirection = new Triangle;
927    
928          // solve all angles given three points
929          triDirection.solvePoints(A,B,C);
930    
931          // if triangle is facing up, we just use the 0-180 degree angle
932          float angleToBe = triDirection.getAngleA;
933    
934          // facing down, 180-360, which you can get by inversing angle A
935          if (A.above(B))
936          {
937             angleToBe = 360-triDirection.getAngleA;
938          }
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Phr00t



Joined: 03 Mar 2006
Posts: 203

PostPosted: Wed May 03, 2006 9:23 am    Post subject: Reply with quote

sorry phr00t, i edited your post by mistake! i think.. Embarassed
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