lp://staging/~tinglar/re-hoard/develop
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Recent revisions
- 172. By Marcos Andrés Acosta Feliciano
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📝 Add spacing to ExtantOpponent.
wander( ) I added a few blank lines in ExtantOpponent.
wander( ), adding legibility. - 171. By Marcos Andrés Acosta Feliciano
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✨ Add wander() to ExtantOpponent
ExtantOpponent now has a wander() function that returns a random tile
adjacent to the opponent. - 170. By Marcos Andrés Acosta Feliciano
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⭐ Add pointMe() to ExtantOpponent
ExtantOpponent has seek(), which refers to a tile in the maze layout,
and walk(), which refers to a point in the screen. Their different
points of reference are fundamental to their purposes: seek() is
a rough, partial maze-solving algorithm while walk() moves a sprite.ExtantOpponent has findMe(), which converts from points to tiles,
but now also has pointMe(), which converts from tiles to points. - 169. By Marcos Andrés Acosta Feliciano
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⭐ Add rough seeking algorithm to ExtantOpponent
After I failed my attempts with maze-searching algorithms, I decided
to implement a much simpler algorithm that directs the opponent to a
tile closer to the dragon. - 168. By Marcos Andrés Acosta Feliciano
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🚧 Try to implement external depth-first search
I tried to convert a piece of Ruby code from Rosetta Code, but the
resulting algorithm has an out-of-bounds error that appears
fundamental to the converted code.Once again, historical reasons motivated this commit.
- 167. By Marcos Andrés Acosta Feliciano
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🚧 Try to fix recursive depth-first search
THE PURPOSE OF THIS COMMIT IS ARCHIVING MY PROGRESS.
I intend to record my attempt of fixing the recursive depth-first
search algorithm inside extantOpponent() before I replace the
algorithm wholesale. - 166. By Marcos Andrés Acosta Feliciano
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📝 Fix ExtantOpponent.
walk() I got rid of any redundant code in ExtantOpponent.
walk(). I also got rid of an infinite loop, in that same function, that stopped
the game from even drawing its sprites. - 165. By Marcos Andrés Acosta Feliciano
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📝 Rearrange members of groups
I rearranged the members of the groups in a more consistent way.
- 164. By Marcos Andrés Acosta Feliciano
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📝 Clean up ExtantOpponent
I got rid of some accidentally repeated code in ExtantOpponent.
I also moved walk() to a more logical location inside ExtantOpponent. - 163. By Marcos Andrés Acosta Feliciano
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✨ Add collision detection to opponents
The opponents now have basic collision detection, including checking
if they come in contact specifically with walls. Their movement
functions have also been tested and verified in the process.
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