Initial commit
This commit is contained in:
Executable
+47
@@ -0,0 +1,47 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
import subprocess
|
||||
import os
|
||||
import pdb
|
||||
import fnmatch
|
||||
|
||||
import sys
|
||||
|
||||
def main():
|
||||
p = subprocess.Popen(["git", "rev-parse", "--show-toplevel"], stdout=subprocess.PIPE, stderr=subprocess.PIPE)
|
||||
out, err = p.communicate()
|
||||
|
||||
out = out.strip('\n')
|
||||
track_filepath = os.path.join(out, ".gittrack")
|
||||
|
||||
p = subprocess.Popen(["git", "ls-files", out, "--exclude-standard", "--others"], stdout=subprocess.PIPE, stderr=subprocess.PIPE)
|
||||
out, err = p.communicate()
|
||||
|
||||
out = out.splitlines()
|
||||
|
||||
try:
|
||||
with open(track_filepath) as f:
|
||||
content = f.read().splitlines()
|
||||
except IOError:
|
||||
return 0
|
||||
|
||||
|
||||
untracked = []
|
||||
for filepath in out:
|
||||
for name in content:
|
||||
if fnmatch.fnmatch(filepath, name):
|
||||
untracked.append(filepath)
|
||||
|
||||
if untracked:
|
||||
print "The following files are not tracked: "
|
||||
for i in untracked:
|
||||
print i
|
||||
print "Please either stage these files for the commit or add them to the project's .gitignore to disregard them."
|
||||
return 1
|
||||
else:
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
exit(main())
|
||||
+37
@@ -0,0 +1,37 @@
|
||||
.DS_Store
|
||||
bin/
|
||||
# Compiled Object files
|
||||
*.slo
|
||||
*.lo
|
||||
*.o
|
||||
*.obj
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
*.pch
|
||||
|
||||
# Compiled Dynamic libraries
|
||||
*.so
|
||||
*.dylib
|
||||
*.dll
|
||||
|
||||
# Fortran module files
|
||||
*.mod
|
||||
*.smod
|
||||
|
||||
# Compiled Static libraries
|
||||
*.lai
|
||||
*.la
|
||||
*.a
|
||||
*.lib
|
||||
|
||||
# Executables
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
||||
|
||||
# Log files
|
||||
*.log
|
||||
|
||||
external/
|
||||
CMakeFiles/
|
||||
@@ -0,0 +1,41 @@
|
||||
# Use this file to configure the Overcommit hooks you wish to use. This will
|
||||
# extend the default configuration defined in:
|
||||
# https://github.com/brigade/overcommit/blob/master/config/default.yml
|
||||
#
|
||||
# At the topmost level of this YAML file is a key representing type of hook
|
||||
# being run (e.g. pre-commit, commit-msg, etc.). Within each type you can
|
||||
# customize each hook, such as whether to only run it on certain files (via
|
||||
# `include`), whether to only display output if it fails (via `quiet`), etc.
|
||||
#
|
||||
# For a complete list of hooks, see:
|
||||
# https://github.com/brigade/overcommit/tree/master/lib/overcommit/hook
|
||||
#
|
||||
# For a complete list of options that you can use to customize hooks, see:
|
||||
# https://github.com/brigade/overcommit#configuration
|
||||
#
|
||||
# Uncomment the following lines to make the configuration take effect.
|
||||
|
||||
#PreCommit:
|
||||
# RuboCop:
|
||||
# enabled: true
|
||||
# on_warn: fail # Treat all warnings as failures
|
||||
#
|
||||
# TrailingWhitespace:
|
||||
# enabled: true
|
||||
# exclude:
|
||||
# - '**/db/structure.sql' # Ignore trailing whitespace in generated files
|
||||
#
|
||||
#PostCheckout:
|
||||
# ALL: # Special hook name that customizes all hooks of this type
|
||||
# quiet: true # Change all post-checkout hooks to only display output on failure
|
||||
#
|
||||
# IndexTags:
|
||||
# enabled: true # Generate a tags file with `ctags` each time HEAD changes
|
||||
|
||||
|
||||
PreCommit:
|
||||
CheckUntracked:
|
||||
enabled: true
|
||||
quiet: false
|
||||
description: 'Check for files that should be tracked or ignored.'
|
||||
required_executable: './.git-hooks/pre-commit/check_untracked.py'
|
||||
@@ -0,0 +1,165 @@
|
||||
/*
|
||||
* IDMT Mini-Assignment 2
|
||||
*
|
||||
* Tank Wars: a simple game of throwing projectiles
|
||||
* This is a skeleton with a few basic pieces filled
|
||||
* in. You will need to fill in the rest to make the
|
||||
* game work.
|
||||
*/
|
||||
|
||||
// Basic information on the terrain and the tanks
|
||||
|
||||
float[] groundLevel; // Y coordinate of the ground for each X coordinate
|
||||
float tank1X, tank1Y, tank2X, tank2Y; // Positions of the two tanks
|
||||
float tankDiameter = 30; // Diameter of the tanks
|
||||
float cannonLength = 20; // How long the cannon on each tank extends
|
||||
float gravity = 0.05; // Strength of gravity
|
||||
|
||||
// Current state of the game
|
||||
|
||||
int playerHasWon = 0; // 1 if player 1 wins, 2 if player 2 wins, 0 if game in progress
|
||||
boolean player1Turn = true; // true if it's player 1's turn; false otherwise
|
||||
float tank1CannonAngle = PI/2, tank2CannonAngle = PI/2; // Direction the tank cannons are pointing
|
||||
float tank1CannonStrength = 3, tank2CannonStrength = 3; // Strength of intended projectile launch
|
||||
|
||||
// Location of the projectile
|
||||
|
||||
boolean projectileInMotion = false;
|
||||
float projectilePositionX, projectilePositionY;
|
||||
float projectileVelocityX, projectileVelocityY;
|
||||
|
||||
void setup() {
|
||||
size(960, 480); // Set the screen size
|
||||
|
||||
// Initialize the ground level
|
||||
groundLevel = new float[width];
|
||||
float player1Height = random(height/2, height-5);
|
||||
float player2Height = random(height/2, height-5);
|
||||
for(float i = 0; i < width * 0.2; i++) {
|
||||
groundLevel[(int)i] = player1Height;
|
||||
}
|
||||
for(float i = width * 0.2; i < width * 0.8; i++) {
|
||||
groundLevel[(int)i] = player1Height + (player2Height - player1Height) * (i - width*0.2)/(width*0.6);
|
||||
}
|
||||
for(float i = width * 0.8; i < width; i++) {
|
||||
groundLevel[(int)i] = player2Height;
|
||||
}
|
||||
|
||||
// Set the location of the two tanks so they rest on the ground at opposite sides
|
||||
tank1X = width * 0.1;
|
||||
tank1Y = player1Height;
|
||||
tank2X = width * 0.9;
|
||||
tank2Y = player2Height;
|
||||
}
|
||||
|
||||
void draw() {
|
||||
// Main draw loop. Farm out the individual tasks to other functions
|
||||
// for clarity (though it could be equivalently implemented entirely in this function.)
|
||||
|
||||
background(200);
|
||||
|
||||
drawGround();
|
||||
drawTanks();
|
||||
drawProjectile();
|
||||
drawStatus();
|
||||
|
||||
updateProjectilePositionAndCheckCollision();
|
||||
}
|
||||
|
||||
// Draw the terrain under the tanks
|
||||
void drawGround() {
|
||||
/* TO IMPLEMENT IN STEP 1 */
|
||||
beginShape();
|
||||
|
||||
int idx = 0;
|
||||
for (Iterator<float> it = groundLevel.iterator(); it.hasNext(); idx++) {
|
||||
|
||||
float level = it.next();
|
||||
vertex(idx, level)
|
||||
}
|
||||
|
||||
// See the groundLevel[] variable to know where to draw the ground
|
||||
// Ground should be drawn in a dark gray
|
||||
}
|
||||
|
||||
// Draw the two tanks (including cannons)
|
||||
void drawTanks() {
|
||||
/* TO IMPLEMENT IN STEP 1 */
|
||||
|
||||
// Draw the two tanks as semicircles using the positions and sizes at the top of the file
|
||||
// Tanks should be different colours
|
||||
// Also be sure to draw the cannons, using the angles given at the top of the file
|
||||
}
|
||||
|
||||
// Draw the projectile, if one is currently in motion
|
||||
void drawProjectile() {
|
||||
if(!projectileInMotion) // Don't draw anything if there's no projectile in motion
|
||||
return;
|
||||
noStroke();
|
||||
fill(255, 255, 0);
|
||||
ellipse(projectilePositionX, projectilePositionY, 8, 8);
|
||||
}
|
||||
|
||||
// Draw the status text on the top of the screen
|
||||
void drawStatus() {
|
||||
textSize(24);
|
||||
textAlign(LEFT);
|
||||
fill(0);
|
||||
|
||||
if(playerHasWon == 1)
|
||||
text("Player 1 Wins!", 10, 30);
|
||||
else if(playerHasWon == 2)
|
||||
text("Player 2 Wins!", 10, 30);
|
||||
else if(player1Turn) { // player1Turn == true means it's player 1's turn
|
||||
text("Player 1's turn", 10, 30);
|
||||
textAlign(RIGHT);
|
||||
text("Angle: " + tank1CannonAngle + " Strength: " + tank1CannonStrength, width - 10, 30);
|
||||
}
|
||||
else { // player1Turn == false
|
||||
text("Player 2's turn", 10, 30);
|
||||
textAlign(RIGHT);
|
||||
text("Angle: " + tank2CannonAngle + " Strength: " + tank2CannonStrength, width - 10, 30);
|
||||
}
|
||||
}
|
||||
|
||||
// Move the projectile and check for a collision
|
||||
void updateProjectilePositionAndCheckCollision() {
|
||||
if(!projectileInMotion)
|
||||
return;
|
||||
|
||||
/* TO IMPLEMENT IN STEP 3: UPDATE POSITION */
|
||||
// Tasks: increment the position according to the velocity
|
||||
// For later: the velocity according to gravity (and optionally wind)
|
||||
|
||||
/* TO IMPLEMENT IN STEP 4: GRAVITY */
|
||||
// Update the velocity of the projectile according to the value of gravity at the top of the file
|
||||
|
||||
/* TO IMPLEMENT IN STEP 5: COLLISION DETECTION */
|
||||
// Compare the location of the projectile to the ground and to the two tanks
|
||||
// When the projectile hits something, it stops moving (change projectileInMotion)
|
||||
// When the projectile hits the ground, it's the next player's turn
|
||||
// When the projectile hits a tank, the other player wins
|
||||
}
|
||||
|
||||
// Advance the turn to the next player
|
||||
void nextPlayersTurn() {
|
||||
player1Turn = !player1Turn;
|
||||
}
|
||||
|
||||
// Handle a key press: update the status of the current player's tank
|
||||
void keyPressed() {
|
||||
if(playerHasWon != 0) // Stop the game when someone has won
|
||||
return;
|
||||
if(projectileInMotion) // No keys respond while the projectile is firing
|
||||
return;
|
||||
|
||||
/* TO IMPLEMENT IN STEP 2 */
|
||||
|
||||
// Use the key variable to check which key was pressed.
|
||||
// Arrow keys don't have a printable character, so they show up as CODED
|
||||
// Use the left and right arrows to adjust the angle, the up and down arrows
|
||||
// to adjust strength.
|
||||
|
||||
// Space bar fires the projectile. Initially in step 2, just have it switch
|
||||
// to the next player.
|
||||
}
|
||||
Reference in New Issue
Block a user