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Allanis a6c758aa66 [Fix?] Hyperspace bug. Messed up velocity issues.
Ok. What we are doing here is messy.

What we are doing is modulating the velocity. There is also a dt
in there to try to make it not frame dependant..

The way things are done right now, we  are cascading the limit_speed with the physics model,
We can simplify it to a euler integration (It's actuallyu runge-kutta)..

What we are doung is:

v1 = v0 + adt

Basically this means that the current velocity is the last vel plus the acceleration, times the
time passed from the last instance. This is then chained to the limit speed which does:

v = (v1 - vmax)(1-3dt)

So we can right the composite form as:

v = (v0 + adt - vmax) 1-3dt) = v0 + adt - vmax - 3dtv0 - 3adt2 + 3dtvmax

-- Yes. This is hacky. I will try to play with some equasions later.
2013-02-27 03:45:25 +00:00
bin [Fix] Huge fix of outfits, missiles now work, compiles in C99, no seg fault on exit. 2013-02-27 01:17:46 +00:00
dat [Fix] Huge fix of outfits, missiles now work, compiles in C99, no seg fault on exit. 2013-02-27 01:17:46 +00:00
gfx [Change] Define special effects per outfit. 2013-02-26 23:43:07 +00:00
lib/lua [Fix] time(NULL) segfaulting stuff. 2013-02-17 02:50:37 +02:00
screenshots [Fix] Screenshots will allow up to 128 shots now without overwriting. These will go to a nice screenshots directory for you. 2013-02-20 21:37:02 +00:00
scripts/ai [Add] If you don't kill the merchant so soon, It will attempt to jump hyperspace when running away. 2013-02-24 15:53:36 +00:00
snd [Add] Basic audio framework and some sounds. Give me another 30 mins and it will work. :) 2013-02-22 01:59:19 +00:00
src [Fix?] Hyperspace bug. Messed up velocity issues. 2013-02-27 03:45:25 +00:00
utils [Add] Updated documentation crap. 2013-02-15 19:08:38 +00:00
win32 [Add] OpenAL dll for cygwin. 2013-02-23 23:52:03 +02:00
.clang_complete [Add] Primitive special effect system with explosions!! 2013-02-26 23:18:40 +00:00
.gitignore [Add] Initial mingw support for Windows. 2013-03-04 19:16:29 +00:00
README [Add] Updated the keybinding info in README. 2013-02-26 23:48:06 +00:00
TODO [Add] TODO list. 2013-02-27 01:34:39 +00:00

Lephisto : SaraCraft Studio's

Overview:
~~~~~~~~~
Lephisto was the first game project I worked on. I have decided to start a new project and as originally planned when
ceasing work on the original, re-use the name!

Dependencies:
~~~~~~~~~~~~~
OpenGL
SDL
sdl_image
freetype2
libpng

Compiling:
~~~~~~~~~~

----------------------
-- Linux.
  -- cd Lephisto/bin/
  -- make
----------------------

Instalation:
~~~~~~~~~~~~~
Installation is not currently supported.

Bugs/Crashes and problems:
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please visit the bug tracker https://github.com/Allanis/Lephisto/issues?state=open
and report any issues that you are having. Please ensure that your bug has not
already been documented before posting.


Dependencied:
~~~~~~~~~~~~~
	-- Debian:
		-- Binary:
			-- libsdl1.2debian
			-- libsdl-image1.2
			-- libgl1-mesa-dri
			-- libopenal0a
			-- libvorbis0a
			-- libvorbisfile3
			-- libxml2
			-- libttf2

		-- Source:
			-- libsdl1.2-dev
			-- libsdl-image1.2-dev
			-- libgl1-mesa-dev
			-- libopenal-dev
			-- libvorbis-dev
			-- libxml2-dev
			-- libttf-dev


Instructions:
~~~~~~~~~~~~~
Keys:
  =========================================================
  Lephisto uses a dynamic keybinding system that allows you
  to configure the keybinds to joystick, keyboard or a mix
  of both.
    -- Joystick.
  If you are going to use a joystick, You will have to tell
  Lephisto which joystick to use. You can either use the -j
  or -J parameter from the terminal or put it in the conf
  file.
    -- Eg.
      -- ./Lephisto -j 0
      -- ./Lephisto -J "Precision"
        -- joystick = "Precision" # in conf file.

    -- Syntax.
      KEY_IDENTIFIER = { type = KEY_TYPE, key = KEY_NUMBER,
            [reverse = KEY_REVERSE] }

      KEY_IDENTIFIER is the indetifier given below:
      KEY_TYPE can be one of keyboard, jaxis or jbutton.
      KEY_NUMBER is the number of the key (found with xev)
      KEY_REVERSE is whether it is reversed or not, which
        is  only useful in the case of jaxis.

      -- Eg.
        accel = { type = "jbutton", key = 0 }
  =========================================================

  Movement:
    -- w : Accelerate.
    -- a : Left.
    -- d : Right.
		-- s : Turn 180 degree, so you can stop easily.
    
  Combat:
    -- Space      : Primary weapons.
    -- Tab        : Target.
    -- 'r'        : Target closest hostile ship.
    -- 'f'        : Faces the target.
    -- 'b'        : Board the target.
    -- Left Shift : Fires secondary weapon.
    -- 'q'        : Switches to the next secondary weapon.

  Space:
    -- 'p' : Cycles through planets.
    -- 'l' : Attempts to land or targets nearest planet.
		-- 'h' : Cycles through hyperspace jump points.
		-- 'j' : Jump through hyperspace.

  GUI:
    -- UP   : Zoom in.
    -- DOWN : Zoom out.
    -- F12  : Take a screenshot.
		-- ESC  : Menu.
		-- 'i'	: Opens the character information window.

--------------------------------
Developers:
  Allanis

Contributors:
  KonoM - AKA Tamir.
--------------------------------