History
Commit | Message | Author | Date | Diff | Refs |
---|---|---|---|---|---|
4cfd179 | Collision detection with bullets started. Bullets kill enemies, but not in the correct way. | mrmekon | 2012-03-23 | 1 (+98/-19) | |
b425b7b | Fixed the 0-width segment on level 6. | mrmekon | 2012-03-23 | 1 (+1/-1) | |
a3570b5 | Merge remote-tracking branch 'emezeske/master' | mrmekon | 2012-03-23 | 7 (+286/-278) | |
cf0b8e4 | More comments and docstrings | mrmekon | 2012-03-23 | 2 (+134/-68) | |
1002f53 | Comments and docstrings. | mrmekon | 2012-03-23 | 1 (+149/-67) | |
5a9685c | Shameless plug of the lein-cljsbuild plugin. | Evan Mezeske | 2012-03-22 | 7 (+276/-268) | |
e742a21 | Projectiles removed when they hit an extremity, instead of piling up at the edges. | mrmekon | 2012-03-22 | 1 (+20/-11) | |
f719407 | More README changes | mrmekon | 2012-03-22 | 1 (+17/-3) | |
bdc85af | New screenshot | mrmekon | 2012-03-22 | 1 (+2/-0) | |
59b1bee | Space bar shoots. Projectiles also unfinished, but they travel down the level. Never cleaned up, and no collision detection. Some changes to drawing paths so they can be centered around an arbitrary point. | mrmekon | 2012-03-22 | 1 (+120/-46) | |
88bdedc | Refactored drawing code, and started filling out code to draw and move player. Left and right keys move player around the board, but it's unfinished. | mrmekon | 2012-03-21 | 3 (+115/-63) | |
a54d370 | Test animation of enemies crawling up the level is basically working. | mrmekon | 2012-03-20 | 1 (+114/-40) | |
85cb1d8 | Building out a bunch more functions to manipulate objects on a level. Reaching the point where this design crumbles. Moving an enemy down the level is going to take millions of calculations, I think. | mrmekon | 2012-03-19 | 1 (+62/-2) | |
61caeda | Removed build files. Added path to draw 'flipper' enemy. Building out functions to manipulate objects by polar coordinates. These will eventually be used for enemy movement. | mrmekon | 2012-03-19 | 7 (+149/-22094) | |
491f67d | Started implementing player. Player's ship can be drawn in any orientation. | mrmekon | 2012-03-18 | 1 (+76/-0) | |
d44d220 | Testing out screenshots in README | Trevor Bentley | 2012-03-16 | 1 (+8/-0) | |
b03bdee | Added functions to define an 'oblong' level from a vector of angles. Allows creation of fairly arbitrary symmetric levels. Added tons of comments explaining the mess I've made. | Trevor Bentley | 2012-03-16 | 1 (+189/-37) | |
2bae658 | Flat leves of arbitrary segment count can be generated. Segment width is equal length at the player's end. | Trevor Bentley | 2012-03-16 | 1 (+45/-13) | |
e30495d | Generate level 'segments' from the list of lines, instead of explicit data structures. | Trevor Bentley | 2012-03-15 | 4 (+75/-70) | |
fc3251a | First round of tempest development. Two levels are roughly defined and drawn in an HTML5 canvas element. | Trevor Bentley | 2012-03-15 | 8 (+22224/-4) | |
9ef4187 | Stupid README changes | Trevor Bentley | 2012-03-15 | 3 (+27/-7) | |
b6469ec | First commit with Noir default structure | Trevor Bentley | 2012-03-15 |