Fuzzy-asteroids

Latest version: v3.3.1

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1.1.7

- Resolved error where controller may be called when the game is over, causing crash because the ship controller
is expecting objects to be there that aren't (ex. no asteroids)

1.1.6

- Ship/Asteroid sprites `angle` property will now be capped to (-180.0, 180.0) to simplify calculations
on the controller side
- Resolved issue with sign convention of starting angle of Asteroids, now should correctly match
the global angle conventions
- Resolved error in Scenario where ``count_asteroids()`` only counted correctly for
asteroids of size=4. This affected the ``max_asteroids()`` calc used in the Score class
- Map class properly uses the global settings as the default

1.1.5

- Scenario can be labeled now, example: ``Scenario(name="random_asteroids")``
- Resolved issue where the environment would skipp counting the last death as a death

1.1.4

- Fixed trig calc in Asteroid starting velocity to match map coordinate system.

1.1.3

- Enabled specification of starting position/angle/lives of the ShipSprite
- Enabled the tracking of lives within the ShipSprite, rather than in the Game environment
- Crash printouts now state crash time and position

1.1.2

- Resolved error where the final ship crash is not printed
- Resolved crash in completion of game mode, where the StoppingCondition enum
could not be converted to an int

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