Corentin Jabot
6923904c61
Canvas::update=>render
2021-10-06 13:30:07 +02:00
Corentin Jabot
d5379872ce
Cleanup AI code
2021-10-05 12:11:29 +02:00
Patricia Aas
88f81cd0ae
Move Clyde to the solution folder for day 1 ghost exercise
2021-10-05 09:46:29 +02:00
Ólafur Waage
cd86d91310
Adding unit tests for fruits. Also some minor cleanup.
2021-09-15 14:40:07 +02:00
Ólafur Waage
2afe8f1d36
Fixing tidy error.
2021-09-15 13:42:52 +02:00
Ólafur Waage
ed6466a306
Fixing forward decl issue and conversion error.
2021-09-15 13:39:42 +02:00
Corentin Jabot
c495dd9c37
Basic fruits support
...
Of course, there is no support for levels yet!
2021-09-13 14:48:59 +02:00
Corentin Jabot
f385036bee
Disable clang-tidy clechs which create false positive in gtest
2021-09-11 09:42:53 +02:00
Corentin Jabot
bc83fa77c3
Fix conversions warnings
2021-09-10 15:04:43 +02:00
Ólafur Waage
55fbb53591
Refactoring Game and GameState. Moving game state update logic into that class. Game is now only event loop.
2021-09-07 16:00:19 +02:00
Patricia Aas
eaf61585ea
Fix Clang-Tidy warnings
2021-08-02 16:43:18 +02:00
Patricia Aas
d3cc1d90c7
Fix warnings
2021-08-02 15:28:07 +02:00
Corentin Jabot
d6a046ff47
Use the correct ghost names
2021-07-16 09:35:32 +02:00
Corentin Jabot
691aac978e
Get rid of tuple
2021-07-15 09:14:25 +02:00
Patricia Aas
e5e46a0e65
Create GameState
2021-07-08 16:57:18 +02:00
Corentin Jabot
3966987e2a
Put the scaling function in a lib
2021-07-08 10:18:36 +02:00
Corentin Jabot
cbd19df739
Implement scaling.
...
We render pack man at twice the size that we want on screen,
which is the native resolution of the asset file.
The maze is upscaled.
We then project everything onto a view which is applies
the scale factor.
This patches also dectect the appropriate scale on OSX.
This required a bit of objective C (scaling.mm),
but students should not look at this file and there
is a comment in that direction.
Scalling.cpp provides the default implementation
for other platforms.
2021-07-07 21:32:22 +02:00
Patricia Aas
705ea717e1
Introduce a scale function and clean up
2021-07-07 11:25:13 +02:00
Patricia Aas
ce7dd70332
Very rough stab at scaling
2021-07-07 11:25:13 +02:00
Patricia Aas
5c982228c8
More font name fixes
2021-07-06 20:48:29 +02:00
Patricia Aas
30f69464dd
Move over to size_t
2021-07-06 12:35:23 +02:00
Corentin Jabot
60095363f4
Put the code in a namespace
2021-07-05 14:10:01 +02:00
Corentin Jabot
e4991ab1dd
Rename PositionInt
2021-07-05 11:47:03 +02:00
Corentin Jabot
ba515eaca5
Replace floats by doubles
2021-07-05 11:40:10 +02:00
Patricia Aas
7081a33e35
Remove unused includes and reformat
2021-07-02 14:47:33 +02:00
Corentin Jabot
5b0e561afc
Pacman and ghosts can eat each others
2021-07-01 10:19:46 +02:00
Corentin Jabot
ced6cd829c
Put the ghosts in a tuple to reduce duplication
2021-07-01 10:19:46 +02:00
Corentin Jabot
93186dc8b9
Add ghosts
...
No movement for now!
2021-06-24 18:33:08 +02:00
Corentin Jabot
a0780c7a8c
Display the number of remaining lives
2021-06-24 18:33:08 +02:00
Corentin Jabot
fedbc153ae
Implement score
2021-06-24 18:33:08 +02:00
Corentin Jabot
ecf2ab8b6c
Try to make animation less dependant on framerate
2021-06-24 18:33:08 +02:00
Patricia Aas
5f0c03c1fa
Clang Tidy fixes
2021-06-22 13:17:12 +02:00
Patricia Aas
d4d2e2d00d
Fix animation
2021-06-22 13:17:12 +02:00
Patricia Aas
9ca1f6f12d
Initialize Event object
2021-06-22 13:17:12 +02:00
Corentin Jabot
c7ef086d3d
Migrate from SDL to SFML
...
This simplifies the rendering code and remove all(!) pointers.
There is a number of unresolved issues
* Windows build ?
* position delta computation: migrating to SFML seems to have modified
the frame rate.
2021-06-22 13:17:12 +02:00
Corentin Jabot
75fd208299
Basic Text rendering
...
Using SDL2_ttf and fmt
2021-06-16 15:18:47 +02:00
Patricia Aas
68f63f3f66
Canvas rewrite ( #6 )
...
* Beginning rewrite
* Move all constants to canvas, wire sprite handling code
* Make Sprite a struct and reformat
* Fix warning
Co-authored-by: Corentin Jabot <corentinjabot@gmail.com>
2021-06-16 12:52:04 +02:00