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Author Topic: Galaxy Conquest strategy game  (Read 7132 times)

Guva

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Galaxy Conquest strategy game
« on: December 27, 2024, 03:20:57 pm »
Galaxy Conquest strategy game using raylib and fpc compiler(Lazarus ide)

https://github.com/GuvaCode/Galcon4Ray

original repo https://github.com/TetrisSQC/Galcon4Skia


Roland57

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    • msegui.net
Re: Galaxy Conquest strategy game
« Reply #1 on: December 27, 2024, 05:09:10 pm »
Looks very nice! Thanks.

I downloaded ray4laz from your Github repository. I could easily build and install the library here (Linux Mageia) using the included script. Well done!
« Last Edit: December 27, 2024, 05:12:55 pm by Roland57 »
My projects are on Gitlab and on Codeberg.

fireboxsoft

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Re: Galaxy Conquest strategy game
« Reply #2 on: December 28, 2024, 03:00:21 am »
nice!!!

Lulu

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Re: Galaxy Conquest strategy game
« Reply #3 on: December 30, 2024, 08:32:46 am »
nice game, thanks!
wishing you a nice life!
GitHub repositories https://github.com/Lulu04

dseligo

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Re: Galaxy Conquest strategy game
« Reply #4 on: December 31, 2024, 01:29:38 am »
Fun to play :)

PierceNg

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    • SamadhiWeb
Re: Galaxy Conquest strategy game
« Reply #5 on: January 02, 2025, 08:16:53 am »
Nice. The music adds to the excitement.

I made following change to compile.

Code: Pascal  [Select][+][-]
  1. --- a/UGame.pas
  2. +++ b/UGame.pas
  3. @@ -372,7 +372,7 @@ begin
  4.      angle := arctan2(dy, dx);
  5.      deltaX := deltaX + cos(angle) * speed * dt;
  6.      deltaY := deltaY + sin(angle) * speed * dt;
  7. -    rotation := Vector2AngleDeg( Vector2Create(x, y) , Vector2Create(target.x,  target.y ));
  8. +    rotation := Vector2Angle( Vector2Create(x, y) , Vector2Create(target.x,  target.y ));
  9.    end
  10.    else
  11.    begin

Guva

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Re: Galaxy Conquest strategy game
« Reply #6 on: January 02, 2025, 02:25:11 pm »
Nice. The music adds to the excitement.

I made following change to compile.

Code: Pascal  [Select][+][-]
  1. --- a/UGame.pas
  2. +++ b/UGame.pas
  3. @@ -372,7 +372,7 @@ begin
  4.      angle := arctan2(dy, dx);
  5.      deltaX := deltaX + cos(angle) * speed * dt;
  6.      deltaY := deltaY + sin(angle) * speed * dt;
  7. -    rotation := Vector2AngleDeg( Vector2Create(x, y) , Vector2Create(target.x,  target.y ));
  8. +    rotation := Vector2Angle( Vector2Create(x, y) , Vector2Create(target.x,  target.y ));
  9.    end
  10.    else
  11.    begin

Yes, I forgot that I added a feature to the trunk version. Because raylib processed it incorrectly angle2Vector.

Code: Pascal  [Select][+][-]
  1. function Vector2AngleDeg(v1, v2: TVector2): single;
  2. begin
  3. result := arctan2(v2.y - v1.y, v2.x - v1.x) / DEG2RAD;
  4. end;
  5.  

I also compiled libraries with raygui and rayGizmo enabled. 

https://github.com/cloudofoz/raylib-gizmo

https://github.com/GuvaCode/ray4laz/tree/main/examples/extra/rayGizmo


« Last Edit: January 02, 2025, 02:26:49 pm by Guva »

 

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