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5 Commits
v0.1
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28c4b421d2
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28c4b421d2 | |||
13ce75067b | |||
635d71f1c5 | |||
8c4a515046 | |||
f25e7fae38 |
@@ -19,3 +19,6 @@ cp "$BASE_DIR/build/pong" "$REL_DIR"
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# Remove the temporary file.
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# Remove the temporary file.
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rm "$BASE_DIR/tmp_file.txt"
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rm "$BASE_DIR/tmp_file.txt"
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#Zip the $REL_DIR folder
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zip -r "$BASE_DIR/release/netpong-win.zip" "$REL_DIR"
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2
main.cpp
2
main.cpp
@@ -38,7 +38,7 @@ const int PADDLE_SPEED = 8;
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const int CIRC_RAD = 10;
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const int CIRC_RAD = 10;
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const float BASE_BOUNCE_DEG = 45;
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const float BASE_BOUNCE_DEG = 45;
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const float BASE_BOUNCE_RAD = (BASE_BOUNCE_DEG / 180.0) * M_PI;
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const float BASE_BOUNCE_RAD = (BASE_BOUNCE_DEG / 180.0) * M_PI;
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const float BASE_SPEED_COMPONENTS = 18;
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const float BASE_SPEED_COMPONENTS = 15;
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const float BASE_SPEED = sqrt(powf(BASE_SPEED_COMPONENTS, 2) * 2);
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const float BASE_SPEED = sqrt(powf(BASE_SPEED_COMPONENTS, 2) * 2);
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typedef enum {M_SINGLE, M_CLIENT, M_SERVER} Mode;
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typedef enum {M_SINGLE, M_CLIENT, M_SERVER} Mode;
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9
todo.txt
9
todo.txt
@@ -1,2 +1,7 @@
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3. Try to make the ball go between screens.
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1. Try to make the ball go between screens.
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8. Have both client and server send a message if the game is quit.
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3. Add code to zip the dist/ folder inside the release_build script.
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4. Sign Windows executable, to remove 'Unknown Publisher' warnings.
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5. Remove debugging print statements.
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6. Create and publish statically-linked Linux binary, and create a build script for packaging it.
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7. Figure out how to build statically-linked Mac binary, and create a build script for packaging it.
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8. Figure out how to input game mode and (if applicable) IP address and port through the GUI, instead of the command-line.
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