2 Got rid of all the warnings, transitioned codebase to SDL, built it for OSX.
5 First exposure to game. Started writing OpenGL routines to make the 7 unique
6 shapes. In the evening get detection of 3-in-row and replacement working.
7 Originally the objects shrink to go away. Replacements drop in as if falling
8 under gravity. Trying to figure out how to check for no-moves-possible
12 Cursor interaction, playable game. No time limit. Changed object destruction
13 so they fly out at the player. Added sound effects, originally using
14 columns sounds from captured dgen emulator audio output. Added additional
15 lights in scene and added specular lighting, objects look much more shiny/
16 glassy. Checking for no moves done.
19 Tinkering with sound effects. Added timer and scoring system. Timer indicator
20 is a green line on the bottom. When time runs out the game exits. Added
21 font routines. Fixed it so game stops but doesn't exit when game over. F1
22 starts new game. Shifted jewels over to the right and show status info
23 in left column. Set sound playback to 22050 hz, mono 16 bit signed values.
24 Fixed bug in no moves detection, didn't handle detection of this case
25 aaba meaning switch the b and the last a to make 3 in a row.
28 Circular indicator for time left, got rid of green line. Timer now doesn't
29 decrement while jewels are falling, wasn't really fair. Changed initial
30 distribution so there are never 3's in a row, so more uniform starting point
34 Got rid of ZOOM value, added SCALE value so each object is scaled, so
35 separation between objects is independent. Turned off blending for all but
36 vanishing jewels. Turned depth test back on. Spiky thing to indicate time
37 ticking. Blue circle around time left indicator to show its extent.
38 Score sprites that slide down, fade away. Blending on and depth test off for
39 text. Moved text into z=0.0 plane, scaled stuff accordingly. Added
40 cumulative total that fades out.
43 Tinkered around with BLEND,DEPTH_TEST and order of rendering for more
44 pleasing display. Game over sound. Alert sound. Illegal move sound.
45 Bigdrop sound for when no moves possible and whole board gets tossed.
46 Changed ALARMLEVEL to indicate how many seconds before death the alarm should
50 Changed action() to be state based. Cleaned out lots of old gltest code.
51 Got rid of unused global/local variables. Text routines for center, left and
52 right justify strings. High score display, entry, save + restore.
55 For the dimmer rectangle between the jewels and the high score display,
56 disabled LIGHT0 and LIGHT1 so it doesn't appear as a dark region.