documentation fixes
documentation fixes + updated the step() method and Player() class to use max_speedx and max_speedy (issue #6)
documentation fixes + updated the step() method and Player() class to use max_speedx and max_speedy (issue #6)
minor fixes of previous tests + simplistic test for step(), set_movement_speed and set_move_angle method implemented and passing (issue #12 and #6)
Merge branch 'gameengine' of github.com:tdubourg/spylight into gameengine
forgot some garbage
Implemented a slightly more strict move test, not passing right now. Issues #12 #6
Fixed a normalized vector that was not normalized
Fixed the angles in the movement tests to respect the kivy convention + added new tests. All tests passed. Issues #12 and #6
Just added another test, to test movement in another direction. All tests passed. Issues #12 and #6
minor change
server reads message from clients when they use msgpack
Refactored the gameengine so that the algorithm used to find obstacles in a given range for shoot() method is now reusable by other methods (will be used by occlusionas well, especially). Added documentation, btw.
Added preparation and call to occlusion(). To run the gameengine, you now need to have the tdubourg/Shapely library installed on your system, else, imports will fail. Tests are still passing so at least the calls does not crash. No test done on the result of occlusion() call though. Related to issues #12, #6 and #7.
Closes issue #7
Two tests related to occlusion. They DO NOT test that occlusion is returning the RIGHT result but they at least test that it is not returning absurd results
Changed the signature of the occlusion() function, so that the sight polygon computation is now outside of it (and thus can be tweaked by the Python calling environment instead of being only what is coded inside the C library. Updated the tests to match the changes
Better handling of message types
Merge remote-tracking branch 'origin/gameengine' into server
Merge remote-tracking branch 'origin/master' into server