lp://staging/~tinglar/re-hoard/develop

Created by Marcos Andrés Acosta Feliciano and last modified
Get this branch:
bzr branch lp://staging/~tinglar/re-hoard/develop
Only Marcos Andrés Acosta Feliciano can upload to this branch. If you are Marcos Andrés Acosta Feliciano please log in for upload directions.

Related bugs

Related blueprints

Branch information

Owner:
Marcos Andrés Acosta Feliciano
Project:
Re-Hoard
Status:
Development

Recent revisions

172. By Marcos Andrés Acosta Feliciano

📝 Add spacing to ExtantOpponent.wander()

I added a few blank lines in ExtantOpponent.wander(), adding legibility.

171. By Marcos Andrés Acosta Feliciano

✨ 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

⭐ 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

⭐ 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

🚧 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

🚧 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

📝 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

📝 Rearrange members of groups

I rearranged the members of the groups in a more consistent way.

164. By Marcos Andrés Acosta Feliciano

📝 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

✨ 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.

Branch metadata

Branch format:
Branch format 7
Repository format:
Bazaar repository format 2a (needs bzr 1.16 or later)
This branch contains Public information 
Everyone can see this information.