helgur
March 20 2013, 11:44:22 PM
In this thread we post updates and changes to the Allegro Repository
https://github.com/failheap/Scrapheap-Starships
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
March
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
https://github.com/failheap/Scrapheap-Starships
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
March
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