diff --git a/ZSharp/Main.cpp b/ZSharp/Main.cpp index 8d39ba8..37a3063 100644 --- a/ZSharp/Main.cpp +++ b/ZSharp/Main.cpp @@ -5,7 +5,7 @@ //bool DEVELOPER_MESSAGES = true; #define DEVELOPER_MESSAGES false #define EXAMPLE_PROJECT false -#define NAMEVERSION "ZSharp v2.1.0-alpha" +#define NAMEVERSION "ZSharp v2.1.1-alpha" #if defined(__unix__) #define UNIX true diff --git a/ZSharp/ZSharpInstallerMakerInnoSetup.iss b/ZSharp/ZSharpInstallerMakerInnoSetup.iss index 729149a..f3befbb 100644 --- a/ZSharp/ZSharpInstallerMakerInnoSetup.iss +++ b/ZSharp/ZSharpInstallerMakerInnoSetup.iss @@ -2,7 +2,7 @@ ; SEE THE DOCUMENTATION FOR DETAILS ON CREATING INNO SETUP SCRIPT FILES! #define MyAppName "Z-Sharp" -#define MyAppVersion "2.1.0-alpha" +#define MyAppVersion "2.1.1-alpha" #define MyAppPublisher "AstroSam" #define MyAppURL "https://github.com/sam-astro/Z-Sharp" #define MyAppExeName "ZSharp.exe" diff --git a/examples/Pong-Example-Project/ball.png b/examples/Pong-Example-Project/ball.png new file mode 100644 index 0000000..54ee51d Binary files /dev/null and b/examples/Pong-Example-Project/ball.png differ diff --git a/examples/Pong-Example-Project/script.zs b/examples/Pong-Example-Project/script.zs index e83f93e..932b113 100644 --- a/examples/Pong-Example-Project/script.zs +++ b/examples/Pong-Example-Project/script.zs @@ -41,7 +41,7 @@ func Start() Vec2 rPaddlePosition = NVec2(rOffset, yPosPaddle) global Vec2 rPaddleTargetPosition = NVec2(rOffset, yPosPaddle) - global Sprite ballSpr = ZS.Graphics.Sprite("./square.png", ballPos, ballScale, 0) + global Sprite ballSpr = ZS.Graphics.Sprite("./ball.png", ballPos, ballScale, 0) global Sprite lPaddle = ZS.Graphics.Sprite("./square.png", lPaddlePosition, paddleScale, 0) global Sprite rPaddle = ZS.Graphics.Sprite("./square.png", rPaddlePosition, paddleScale, 0) @@ -239,7 +239,7 @@ func HandleBallBounce() difference -= ballY float paddleHeight = rPaddle.scale.y float normalizedRelativeIntersectionY = difference / (paddleHeight / 2) - float bounceAngle = normalizedRelativeIntersectionY * 0.523599 + float bounceAngle = normalizedRelativeIntersectionY * -0.523599 float ballVx = ballSpeed ballVx *= Cos(bounceAngle) ballVx *= -1