| Commit message (Collapse) | Author | Age | Files | Lines |
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If you just holded the Select or Start buttons, it would be forever
toggling pause/unpause, which is an unexpected behavior.
Fix this by saving which value from the joypad was previously read. With
this, whenever the pause timer reaches zero, we can check whether either
button is still pressed, and avoid toggling if that is the case.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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It was never read anyways, so let's drop it.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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Each enemy also has its own palette upon creation. This way we add more
variety as it was on the original game.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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This is still missing the support for player 2, but I've left traces
about it.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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The whole handling of player 2 will come whenever I set to implement
multi-player for this game.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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This allows for explosions to run after making the player to disappear,
and it re-runs the entering scene timer.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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For now this only applies to enemies, but it's general enough so it can
target any given coordinate, and hence any given object.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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For now only the basic algorithm has been written, but the framework for
adding the rest has also been written down.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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And don't let git ignore it. From now on this will be available in git
as well so to detect regressions.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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