| Age | Commit message (Collapse) | Author | 
|---|
|  | Remove missiles when they get to the end of the board. Otherwise they
just stay there right before the end. | 
|  | Create a missile moving to the right of the player. Pressing <space>
fires the missile. Later we'll want one coming out of each direction,
but this is just to test it out.
TODO:
* Clear missile when it gets to the edge of the board
* Make it so the missile doesn't block other actions on the board
  (including player and enemy movement) | 
|  | Ignore /private/ directory for things I don't want to include in the
repo. Currently have a possible idea for a soundtrack in there. | 
|  | We will always want to `redraw!` when we re-render the board, so call
`redraw!` from inside this function.
Noticed this when I was writing the missile firing code and realised
that I needed to re-render the board at each step in the missile
animation. | 
|  | Because `nr2char` gives us an actual space character instead of
`<space>` as I had thought given the examples I had seen of it. | 
|  | Change the backstory based on my Dad's recommendation that the enemy
ships should be popcorn kernels. This makes the story more fun and weird
and pacifistic.
Another possible idea from my conversation with my parents is that the
kernels could pop into popcorn when you hit them, and this would turn
them into collectibles. Let's see if I have time to make that work. | 
|  | Initial ideas for the backstory of the game. | 
|  | * Store player coordinates in `player.vim` instead of `game.vim` because
  they belong to a player instead of the game/board so it makes more
  sense to store them there.
* Remove old player functions from `game.vim`
* Update movement functions to ensure that they update the player
  coordinates in addition to updating the board array | 
|  | Kind of add player movement.
TODO: Update player coordinates when moving
* Add a main game loop to `space_vlaze#game#Init`
* Fill in player directional movement functions
* game.vim: Add functions to access and set `s:` variables so these can
  be accessed from player.vim
* Add new mappings based on
  https://github.com/mattn/invader-vim/blob/f04e7f5e8ac42ae87db6050e64449055206c4054/plugin/invader.vim#L44-L60
  because it turns out that the mappings we previously defined don't
  work when out main loop is running. | 
|  | These aren't constants so maybe they shouldn't be in all caps but wanted
an easy way to know the current coordinates of a player. This should
make player movement easier. | 
|  | * Remove `<nowait>` since it isn't available in my version of Vim (7.3
  2010 Aug 15, compiled Jun 20 2012 13:16:02) and breaks the mappings if
  it's included.
* Create function stubs for all mappings
* Add missing `<cr>`s to end of mappings to make them work
* Initialise mappings when starting a game | 
|  |  | 
|  | Setup layout and structure of the code.
* Add a command and map to start the game
* When the game is started, prompt for game start, help, or leaderboard
* Create help file template (TODO)
* On game start, initialise the board with spaces and a player character
* Setup buffer locals on game start
* Create various functions that we'll need coming up either as stubs or
  filled in with what they'll probably be. |