BuGS/BuGS
2020-11-24 23:44:50 -05:00
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make Clamp mouse movement to a max of 8 pixels per frame. Add some code which will become the "refresh the mushrooms after death" implementation. 2020-11-24 22:59:08 -05:00
sprites Explode a bug when it crashes into the player. When the last segment collides with the player, go onto the next level. 2020-11-18 23:36:01 -05:00
colour.s Change the spider score colour to be the same as mushroom colours so the player does not detect it as a collision. Add code to display the number of lives and add to the number of lives ever 12,000 points. This lays the groundwork for handling player death and collisions. 2020-11-09 00:12:51 -05:00
game.h Not sure why this change didn't go with the previous commit. 2020-07-19 15:16:20 -04:00
game.s Implement the code to compare and update the high score. Add a todo for a high score list with initials. Remove the border colour performance debug. 2020-11-20 00:31:09 -05:00
gameFlea.s Explode a bug when it crashes into the player. When the last segment collides with the player, go onto the next level. 2020-11-18 23:36:01 -05:00
gameMushroom.s Add the code to reset the mushrooms after death. 2020-11-24 23:44:50 -05:00
gamePlayer.s Clamp mouse movement to a max of 8 pixels per frame. Add some code which will become the "refresh the mushrooms after death" implementation. 2020-11-24 22:59:08 -05:00
gameScorpion.s Add collision detection for all of the bug types. Remove the debug code for shooting bugs. It is almost a functional game now! 2020-11-17 22:53:30 -05:00
gameSegments.s Fix a crash that would happen if the last centipede segment collided with the player. Both level and player code was trying to start the next level and the corrupted things badly. Now, the level code is always responsible for starting the next level. The player code only restarts a level when the player dies and doesn't finish the level. 2020-11-19 23:45:23 -05:00
gameShot.s Ignore offscreen collisions 2020-11-17 23:43:28 -05:00
gameSpider.s Explode a bug when it crashes into the player. When the last segment collides with the player, go onto the next level. 2020-11-18 23:36:01 -05:00
global.macros Implement the code to compare and update the high score. Add a todo for a high score list with initials. Remove the border colour performance debug. 2020-11-20 00:31:09 -05:00
globals.s Clamp mouse movement to a max of 8 pixels per frame. Add some code which will become the "refresh the mushrooms after death" implementation. 2020-11-24 22:59:08 -05:00
level.s Clamp mouse movement to a max of 8 pixels per frame. Add some code which will become the "refresh the mushrooms after death" implementation. 2020-11-24 22:59:08 -05:00
main.c Replace the C code which built tables at game launch time with a script which generates these tables at build time. This reduces the start time of the application and saves code space and is a necessary step before adding some new tables to handle the mouse efficiently. 2020-11-04 22:48:18 -05:00
main.h Well, it launches, clears the screen, waits for a key and then quits. But it is a start. 2020-06-10 23:51:53 -04:00
main.rez Well, it launches, clears the screen, waits for a key and then quits. But it is a start. 2020-06-10 23:51:53 -04:00
Makefile This build has the player moving in X and Y directions and with cleaner handling of the dirty tile to remove the inefficiencies. The good news is that there is no longer any performance problem at 2.8 MHz now that the inefficient dirty tile handling has been removed. The bad news is that they player leaves garbage behind indicating some kind of problem with dirty tile marking. But it is close. 2020-11-05 00:21:46 -05:00
random.s Improve the randN function. Show a different colour on the border when drawing versus updating the game state. 2020-07-27 21:47:28 -04:00
score.s Implement the code to compare and update the high score. Add a todo for a high score list with initials. Remove the border colour performance debug. 2020-11-20 00:31:09 -05:00
tileData.pl Change the spider score colour to be the same as mushroom colours so the player does not detect it as a collision. Add code to display the number of lives and add to the number of lives ever 12,000 points. This lays the groundwork for handling player death and collisions. 2020-11-09 00:12:51 -05:00