View Full Version : Allegro thread

March 20 2013, 11:44:22 PM
In this thread we post updates and changes to the Allegro Repository


Changelog 16.04.13

Introduced opengl to the game code in order to simulate lighting

Changelog 13.04.13

Fixed some minor bugs with world coordinate calculation (atan2) + some minor cleanups + added debug functions to game engine object

Changelog 01.04.13

Added transformation effects, notably player rotation towards mouse cursor and map scrolling as player moves


Changelog 25.03.13
Added rudimentary map generation using jalif's placeholder floor sprite and allegro primitive for walls (no collision detection implemented yet)

Fixed memory leak see ~BasicGameEngine()
New random map can be generated by creating OurMap object and passing map X/Y dimensions to OurMap constructor
Each tile of the map is represented by its own object (OurSolid class) stored in a vector
Map is stored in memory but we can easily add functions that reads the same values from a file and stores them in the map vector - think user created maps

Changelog 20.03.13
Restructured repository, I've added a seperate directory for Xcode (Mac) project files and MSVC++ 10 Express (Windows) project files with source. They both build on their respective platforms

Note: Setup of Microsoft Visual C++ isn't as straightforward as XCode. In mac you have a standard location for all your library and header dependencies (/Library/Frameworks) while in windows, this might differ from user to user (I have mine in "G:\DragLib\Allegro"), so when you pull down the code for windows you need to change:

Include Directories
Library Directories
Dependencies (default allegro-5.0.x-monolith-md-debug.lib for debug / allegro-5.0.x-monolith-md.lib for release)
Environment Path

In your project settings in order for compilation and linking to work as intended under windows

Post your contributions here with a description of your commit and I will update the OP

March 25 2013, 04:32:52 PM
Commited changes to repository

April 16 2013, 12:52:16 AM

April 18 2013, 11:06:53 AM
Finally gotten around to try the latest build. I like it.