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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Thu Apr 27, 2006 10:50 am Post subject: |
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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"
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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.
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[ 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
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Posted: Thu Apr 27, 2006 11:14 am Post subject: |
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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
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Posted: Thu Apr 27, 2006 12:09 pm Post subject: |
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ok |
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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Thu Apr 27, 2006 12:09 pm Post subject: |
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got the pixel frame to pivot correctly now. |
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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Sun Apr 30, 2006 1:39 am Post subject: |
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fixing up sprite collision detections. not all collision detections work yet. |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Sun Apr 30, 2006 9:31 am Post subject: |
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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.) |
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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Sun Apr 30, 2006 2:54 pm Post subject: |
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collision detections work now. sprite is still not done, as i have to add more features to it, like...
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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
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but i'm done for the day |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Mon May 01, 2006 9:29 am Post subject: |
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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 |
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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Mon May 01, 2006 9:53 am Post subject: |
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damn, i thought i only left that up there for a few secs and you replied
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
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Posted: Mon May 01, 2006 10:53 am Post subject: |
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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
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 |
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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Mon May 01, 2006 2:13 pm Post subject: |
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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
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Wed May 03, 2006 7:48 am Post subject: |
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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
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Posted: Wed May 03, 2006 9:13 am Post subject: |
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Phr00t wrote: | Cool -- so should I delete the branch I have now, and check out the testing branch?
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Yes. And feel free to fix bugs.
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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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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
from http://www.dsource.org/projects/arcgames/browser/trunk/devel/warbots/game/robot.d
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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
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Posted: Wed May 03, 2006 9:23 am Post subject: |
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sorry phr00t, i edited your post by mistake! i think.. |
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