Age | Commit message (Collapse) | Author |
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pledge_domains() that takes only one String argument was specifically
added as a shortcut for pledging a single domain. So, it makes sense to
use singular here.
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We are already storing these as NonnullRefPtrs, so we might
as well make the functions return them as such.
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Move-construct Cloud into the Game class to improve
error handling.
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Move-construct Bug into the Game class to improve
error handling.
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This will become important later on because
the constructor will depend on the helper structs
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They will need to be referenced by main later on.
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This change allows to play the game using the mouse.
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Update code to use Main:Arguments directly.
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With this change, System::foo() becomes Core::System::foo().
Since LibCore builds on other systems than SerenityOS, we now have to
make sure that wrappers work with just a standard C library underneath.
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Simplified two pledge() and two unveil() by using TRY().
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This was used in a lot of places, so this patch makes liberal use of
ErrorOr<T>::release_value_but_fixme_should_propagate_errors().
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With the move to LibConfig, these are no longer needed.
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This patch brings the ConfigFile helpers for opening lib, app and system
configs more inline with the regular ConfigFile::open functions.
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The current flap strength makes the game a lot more difficult than
other flappy games. Decrease the flap strength to make it a little
easier to get higher scores.
Before this change I could only get past 3 or 4 obstacles, now I can
get 15 or 20 in, which seems more on par with other flappy games.
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Applications previously had to create a GUI::Menubar object, add menus
to it, and then call GUI::Window::set_menubar().
This patch introduces GUI::Window::add_menu() which creates the menubar
automatically and adds items to it. Application code becomes slightly
simpler as a result. :^)
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Also mark them as [[nodiscard]].
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Drawing the entire PNG background is rather expensive. Instead, only
draw the rects that are updating.
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"High score" should be two words, and this matches other games in the
system.
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Previously, the high score was only in-memory, so only persisted for as
long as the FlappyBug window was open.
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The PR for this pre-dates the concept of components, so it was forgotten
to add one.
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We now have a nice sunset sky and some random cloud graphics.
The obstacles will get graphics at some point too :)
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This adds some actual graphics to the game, and tweaks the obstacle and
sky colors. Eventually there will be graphics for those elements too.
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This makes sure the player doesn't accidentally start a new game after
they bump into an obstacle.
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Better information is now shown to the player. Instructions are shown
when first loading the program, and any available scores are shown on
the game over screen.
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Previously obstacles were respawning fully on-screen which caused a
discontinuous look. Now they smoothly move into view from off-screen.
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The position of the gap in the obstacle is now randomly generated each
time it spawns. The game is more fun to play now :)
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This introduces a Flappy Bug game. It's pretty simple currently, but is
playable.
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