lp:pytower/0.1

Created by simpsus and last modified
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Owner:
Pytower-heros
Project:
pyTD
Status:
Development

Recent revisions

67. By Wolfgang Steitz <wolfer@franzi>

added licence information
removed setup.py

66. By Bastian Kennel <bastian@simpsus>

merge increment

65. By Bastian Kennel <bastian@simpsus>

whatever...

64. By Bastian Kennel <bastian@swtbk>

Another improvement of the opengl Code.
Fixed a Bug that sometimes the towers are not drawn.
To be more precise, the Bricks get sometimes drawn above the Towers. This is prevented now (but not in a neat
way)

63. By Bastian Kennel <email address hidden>

Tweaked A* further to only beeing called when a repathing is necessary,
that is, if the cell now beeing blocked was one of the cells on the
shortest path. Of course, we need to also call it when we sell a tower,
but that is not implemented yet.
To achieve this, the Game holds a Set of the currently used cells (of
the |creeps| + 1 paths there are) and checks if the used cell is one of
them.
As the game needs to know these paths, the computation methods now
return the computed path. Due to lazyness of the author, the list of
these paths gets shrunk into a set only when it is passed to the game.

62. By Bastian Kennel <email address hidden>

Tried to do 2 things:
a) get towers on top of Bricks back on the screen
b) draw all Brick Vertices at once to make the code faster

ad a) I failed. The towers are shooting and also drawn when no Brick is
present. The z coordinates of the towers are 0.1, the one s of the
bricks 0.0. Still, nothing gets drawn. I am at the end of my power here.

ad b) I failed. I imitated the behavior of the drawing function of the
polygon for a list of all polygons, but the only way i could get it to
actually draw all the polygons (and not only 4, or none, or crash) was
to push/pop begin/end for each polygon, which is what I wanted to
change. I left the code commented in window. Perhaps someone wants to
take l look.

61. By Bastian Kennel <email address hidden>

Wolfgangs merge inkrement.

added:
  pyTower/data/beatmygu.ttf
modified:
  pyTower/menu.py
  pyTower/pyTDWindow.py
  pyTower/test.py
pending merges:
  wolfer 2008-02-24 some love for the menu

60. By Bastian Kennel <email address hidden>

performance tweaks. boosted A* a _lot_ by deleting Cell.__cmp__.
Profiled the code to see that imageTowers are _way_ too slow. Tried
drawing them all at once but that did not bring much. Removed them and
the game is at 30 fps again. about 3/4 of the CPU time is spent in the
primitives.drawvertex method. This can be improved by drawing them all
at once. The basic strucutre in window is there, but I need to take a
closer look at drawvertex to get this figured out. A few minor things
got broken on the way, but they should be easy to fix.

59. By Wolfgang Steitz <steitzw@ibwka1>

merged bastians commit

58. By Wolfgang Steitz <steitzw@ibwka1>

nice tower

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