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Branch: master
Commits on Nov 27, 2008
  1. minor simplification of some tests for the game screen so that we can…

    … reduce the cyclomatic complexity of the game_screen's updates
Commits on Nov 16, 2008
  1. Title of Window changed.

  2. Decay the player's velocity

  3. Minor cleanups. Fixing up the usage of Z Ordering for the sprites (we…

    … were able to use the correct elements)
  4. Oops. Crash bug on 'Game over'

Commits on Nov 15, 2008
  1. Refactoring the code to separate the logic into smaller units.

    Introducing an AssetManager for storing assets loaded from disk (ie. sprites & stuff).
    This currently results in a minor codebase breakage (asteroids aren't spawning atm).
Commits on Nov 11, 2008
Commits on Nov 8, 2008
  1. 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 & 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.
Commits on Nov 6, 2008
  1. 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.
  2. Squashed commit of the following:

    commit 3784bd91bf04e6a0e8738a743c3a00b46888a3f2
    Author: Rob Caporetto <>
    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 <>
    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 <>
    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.
  3. Squashed commit of the following:

    commit cc0e593ae9ef5bc1000345cc52f3e17f85a8ee75
    Author: Rob Caporetto <>
    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.
Commits on Nov 2, 2008
  1. Refactoring out the distance_between_two_points function. Turns out G…

    …osu has it's own implementation of this instead (yay!).
  2. Refactoring the GameObject classes to include the bounding_sphere rad…

    …ius. 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.
  3. Adding Large & Small asteroid images (NB: These are currently quick r…

    …escale jobs, more work might be required there)
    Modified the behaviour so the large images are the initial images used to seed the asteroids.
  4. Fixed minor bug in the initial wave definition. Now we act like aster…

    …oids for asteroids in a wave numbers.
  5. Modifying algorithm used to position the asteroids on a new wave. Int…

    …roduced 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 & 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
Commits on Nov 1, 2008
  1. Changing Game resolution to 1024x768 (gotta confirm this will be okay…

    … for a MB).
    Added constants for bounding spheres (for Asteroids, Player & Bullet) & updated based on updated images.
    Updated calculations for bounding spheres so they are the radius of both the asteroid & the player/bullet.
  2. Removing garbage

  3. Updated background image.

Commits on Oct 31, 2008
  1. Fixing a minor bug with the collision confirmation which wasn't trigg…

    …ering on player/asteroid collisions properly.
  2. cleanup of more debug nonsense

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