Collision Damage

Causes ships that hit stuff to take damage. It may require a bug fix.
Bug Fix for Collison Damage Code

I found that there was indeed a bug, as well as a better way to do things.
Collision Physics Changes

I modified the Ship-to-Ship collision physics so that they will break
out of their warp jumps if they collide. Also, I added a method so that
if an object hits a miscellaneous piece of debris, it will also break
warp. I also added a getMass() method because it might be useful. The
breaking of warp simplifies things, making it unnecessary to hypothesize
what would happen if a Ship in warp hit something.
Projectiles Now Deal Damage

These changes cause Projectile objects that collide with Ship objects to
cause damage to Ship objects. They will also be destroyed after the
collision is underwent. I also created an official method for dealing
damage to Ship objects, so that it doesn't look as chaotic when I'm
looking for the lines of code that cause Ship objects to take damage.
Drag and Atmospheric Damage

I included a bunch of code that will create drag for Entities entering a
planet's atmosphere. Also, all Ship objects travelling faster than 120
m/s will take damage.
Merge pull request #3 from themaddoctor1/physics-engine

Physics Projectile Health System
Added Rail gun Slugs

I've added the rail gun projectile that I wanted to add. When fired, the
10,000 kg slug will travel at over 6 km/s in the direction that the Ship
object is facing. I also made Projectile abstract.
Added Railgun class and related code

I added a class that allows Ship objects to shoot Slugs. The class that
creates the Slug has a limited supply of ammo, and will not allow
another round to be shot if none is available. Also, there is a one
minute cool down between each shot.
Bug Fix on Atmosphere Physics

A bug that caused colliding planets to fly off towards infinity was
fixed.
Created ProjectileLauncher Interface

This is done so that there can be a similarity between different
Projectile launchers, as each will be too different for subclasses to be
used.
Improvements to Visuals

I've tweaked some of the code in the Tester class (Will eventually be
the Viewer class) so that objects at a distance will appear to be
smaller than nearby ones.
Cycle Time Changes

I removed the sleep command and increased the cyclesPerSecond variable
to 60,000 cycles per second. This might be prone to change in the
future, but it most certainly makes calculations more precise to
increase the amount of cycles.
Quick Bug Fix

This code helps with the distance-size ratios.
Merge pull request #5 from themaddoctor1/viewer

Healt, Early Weapons, and Viewer
Added Projectile Gravitation

Projectile objects will now experience gravitation.
Added Laser Weapons

This addition adds a Laser Projectile and a launcher class to go with
it. I've also made additions to the Ship class to include this new code.
Created Missile Class

This class holds data for a Missile object. The class needs to be written.
Added Code To Missile Class

I've added some code to serve as a good framework for the Missiles. One
issue that will require a solution is that it locks onto a set of
coordinates rather than the Entity itself.
Collision Physics Fix

I had intended for this to appear under the bug fixes section, but it's
too late now. Either way, this fixes the momentum issues.
Created MissileBattery Class

This class is used to create Missile objects that home in on a target.
The Ship class is also modified to use this, and the Missile class is
modified to have fuel limitations.