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27 changes: 25 additions & 2 deletions Documentation/ChangeLog.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,17 +3,40 @@
All notable changes to this project will be documented here.
This project adheres to [Semantic Versioning](http://semver.org/)

## [4.1.1] - 2015-09-03
## [4.1.2] - 2015-09-04

### Fixed

* A bug with screen height being linked to player height causing screen to be a bit strange.
* VSnyc bug
* Screen being jumpy as the player moves (screen is locked on the first 35 spaces until
player goes to the 36th spot then it will be locked on the next 35 spaces, and so on.)
* Font loading issue on Cygwin

### Added

* Player can now to nothing! Wow!

### Changed

* Error image is now embedded so that even if it cannot load images; it will show the error pictures instead.
* If font cannot be loaded, messages won't appear instead of program closing


## Old versions

```

## [4.1.1] - 2015-09-03

### Fixed

* A bug with screen height being linked to player height causing screen to be a bit strange.

### Note

* In this release I accidently left DEFINED_VER_STATUS as "Alpha" which means that the config file will always be replaced.


## [4.1.0] - 2015-09-03

### Added
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4 changes: 3 additions & 1 deletion Images/Readme.md
Original file line number Diff line number Diff line change
Expand Up @@ -16,12 +16,14 @@ This picture represents the coins of the game.

The coin itself is a Mario Coin. But the image was designed by [Sandro Pereira] (http://sandrodcpereira.deviantart.com/?rnrd=50936). You can find the original [here] (http://findicons.com/icon/423492/retro_coin).

### Error.png
### Error.xpm

This picture is used if an unknown tile is on the map.

This picture was created by [Hopstarter](http://hopstarter.deviantart.com/) you can find the original [here] (http://www.iconarchive.com/show/button-icons-by-hopstarter/Button-Close-icon.html).

The image was converted to an xpm using GIMP to allow the image to be embedded into the program so that it can always load.

### Monster.png

This picture is used to represent the monsters.
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7 changes: 4 additions & 3 deletions Project/Experimental-Platformer-AI.cbp
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@
<Add option="-DDEFINED_BUILD_MODE_PRIVATE" />
</Compiler>
<Linker>
<Add option="-pg -lgmon" />
<Add option="-pg" />
</Linker>
<Environment>
<Variable name="BUILD_MODE" value="-DDEFINED_BUILD_MODE_PRIVATE" />
Expand Down Expand Up @@ -53,8 +53,8 @@
<Add library="mingw32" />
<Add library="SDL2main" />
<Add library="SDL2" />
<Add library="SDL2_TTF" />
<Add library="SDL2_Image" />
<Add library="SDL2_ttf" />
<Add library="SDL2_image" />
<Add directory="../SDL2Stuff/lib" />
</Linker>
<Unit filename="../Documentation/ChangeLog.md">
Expand Down Expand Up @@ -92,6 +92,7 @@
</Unit>
<Unit filename="../Source/entity.h" />
<Unit filename="../Source/globals.h" />
<Unit filename="../Source/image_error.xpm" />
<Unit filename="../Source/main.cpp">
<Option weight="0" />
</Unit>
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File renamed without changes.
8 changes: 4 additions & 4 deletions Source/entity.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -50,7 +50,7 @@ void clsEntity::nextplayer(char death) {
if (CnfgValues.blnLogging) {
switch (plyPlayer.direction[i]) {
case dirNone :
//Do nothing
fprintf(logFile," _");
break;
case dirUp :
fprintf(logFile," ↑");
Expand Down Expand Up @@ -137,22 +137,22 @@ void clsEntity::newplayer(void) {
uint uRandSection, uTempStep = 0;

if (uchrGenNum == 1) { //First Generation
for (uint i = 0; i < CnfgValues.uintFirstGen; i++) {plyPlayer.direction[i] = (uint)(rand() % (dirRight) + dirUp);}
for (uint i = 0; i < CnfgValues.uintFirstGen; i++) {plyPlayer.direction[i] = (uint)(rand() % dirDown);}
for (uint i = CnfgValues.uintFirstGen; i < DEFINED_MAX_PLAYER_STEPS; i++ ) {plyPlayer.direction[i] = dirNone;}
} else { //Growth Phase & Steady phase
do {
uchrRandPlayer = rand() % DEFINED_BEST_PLAYER_NUM;
uRandSection = (uint)(rand() % ((uintGenSteps - uTempStep)) + uTempStep);
if (Global::blnDebugMode) {printf("Player %d Section of %d\n",uchrRandPlayer,uRandSection);}
for (uint j = uTempStep; j <= uRandSection; j++) {
if ((uint)(rand() % 100) < CnfgValues.uintMutationChance) {plyPlayer.direction[j] = (uint)(rand() % (dirRight) + dirUp);}
if ((uint)(rand() % 100) < CnfgValues.uintMutationChance) {plyPlayer.direction[j] = (uint)(rand() % dirDown);}
else {plyPlayer.direction[j] = genBestPlayers[uchrRandPlayer].direction[j];}
}//End for
uTempStep = uRandSection;
} while (uTempStep < uintGenSteps - 1);

if (uintGenSteps + CnfgValues.uintGenIncrease < DEFINED_MAX_PLAYER_STEPS) {
for (uint k = 0; k < uintGenSteps + CnfgValues.uintGenIncrease; k++) {plyPlayer.direction[k] = (uint)(rand() % (dirRight) + dirUp);}
for (uint k = 0; k < uintGenSteps + CnfgValues.uintGenIncrease; k++) {plyPlayer.direction[k] = (uint)(rand() % dirDown);}
}
}
}
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