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    <message>Fixing the asteroid wave initialisation bug.</message>
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    <message>Refactoring the code to separate the logic into smaller units.
Introducing an AssetManager for storing assets loaded from disk (ie. sprites &amp; stuff).
This currently results in a minor codebase breakage (asteroids aren't spawning atm).</message>
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    <message>Moving game_controller.rb into lib - I plan to make this reusable outside of this game</message>
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    <committer>
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    <message>Introduction of the game_controller class used to provide a more DSL-ish way of mapping game input.  This handles support for the keyboard and a gamepad, and allows you to dynamically assign &amp; poll for particular actions (note, that multiple actions could share controls).

Refactored the input code in the asteroids_game_window class to take advantage of the game_controller class.</message>
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    <message>Tweaked velocities for asteroids to change depending on their size.
Added score values for different sized asteroids (not implemented yet!)
Tweaked bullet velocities, and number of bullets spawned.</message>
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commit 3784bd91bf04e6a0e8738a743c3a00b46888a3f2
Author: Rob Caporetto &lt;rcaporetto@gmail.com&gt;
Date:   Thu Nov 6 20:45:22 2008 +1100

    Modifying collision code to spawn child asteroids (ie. smaller asteroids) when an asteroid is destroyed.

commit b2c590012a7e3fd3c84bddf8a08147836d5ab481
Author: Rob Caporetto &lt;rcaporetto@gmail.com&gt;
Date:   Thu Nov 6 18:34:23 2008 +1100

    Adding an overloaded version of spawn_asteroid allowing us to specify the location in addition to the size.

commit fcb146f49e2d1984ba125a55f8eeefbf359073f0
Author: Rob Caporetto &lt;rcaporetto@gmail.com&gt;
Date:   Thu Nov 6 18:33:05 2008 +1100

    Refactoring out the logic used to initialise an asteroid so that we can reuse it when spawning child asteroids.</message>
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commit cc0e593ae9ef5bc1000345cc52f3e17f85a8ee75
Author: Rob Caporetto &lt;rcaporetto@gmail.com&gt;
Date:   Thu Nov 6 18:24:16 2008 +1100

    Refactored behaviour for bullet firing so there's a timer between bullet shots.
    Tweaked bullet speed/life time.</message>
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    <message>Refactoring out the distance_between_two_points function.  Turns out Gosu has it's own implementation of this instead (yay!).</message>
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    <message>Refactoring the GameObject classes to include the bounding_sphere radius.  This makes it easier to test for collisions.

Also refactored the initialise_wave function in AsteroidManager, now each asteroid is reset to a large asteroid between waves.</message>
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    <message>Adding Large &amp; Small asteroid images (NB: These are currently quick rescale jobs, more work might be required there)
Modified the behaviour so the large images are the initial images used to seed the asteroids.</message>
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    <message>Renaming Asteroid.png to AsteroidMedium.png to reflect upcoming changes.</message>
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    <message>Fixed minor bug in the initial wave definition. Now we act like asteroids for asteroids in a wave numbers.</message>
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    <message>Modifying algorithm used to position the asteroids on a new wave.  Introduced the concept of waves (for asteroid pooling).  Introduced a variable asteroid pool.

- Added definitions to bounds to define the outer width/height of the playfield (ie. the area off screen)
- Made location &amp; angle properties of game_object writable outside the class (ie. attr_accessor)
- Refactored Asteroid class to simplify repositioning when preparing asteroids for a new wave</message>
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    <message>Changing Game resolution to 1024x768 (gotta confirm this will be okay for a MB).
Added constants for bounding spheres (for Asteroids, Player &amp; Bullet) &amp; updated based on updated images.
Updated calculations for bounding spheres so they are the radius of both the asteroid &amp; the player/bullet.</message>
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    <message>Updating Asteroid &amp; Spaceship asset files (mainly for recentering them in the source files).</message>
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      <email>rcaporetto@gmail.com</email>
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    <message>Filtering out .DS_Store files (sigh)</message>
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      <email>rcaporetto@gmail.com</email>
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    <message>Removing garbage</message>
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    <message>Making some notes in the readme for running on Windows</message>
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