Game Design Project
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Game Design Project
Probably something to do with the isKeyPressed like leftRun and rightRun. Would be nice to be fixed before the presentation.
Can powerups be placed in level?
The bullets are now placed on the game manager, fired and displayed, and are removed from the game manager after they go outside their set boundary (about +-400 from Bond's x position). Not yet tested but should also be removed when they collide. Collisions for bullets to hit enemies and tiles next.
I'll have that up shortly.
Class is in testing. The main game loop reside here. Will be created by a main executable (james_rambo).
Post the diagrams we have and we can discuss which one we want to use in the comments of this issue.
Any idea on that @freegyp ?
What time works for you guys, so we can polish this up?
I'm free after 1
Cleanup
Presentation
Make sure compiles on lab machine.
@freegyp how's everything on your end?
Is pugiconfig.cpp supposed to be pugiconfig.hpp?
Shoot animations need to shoot left as well as right.
Nov 21 - 134 D from 5:30 - 7:30PM
Nov 22 - 134 D from 10:00AM - 6PM
Nov 23 - 134 D from 10:00AM - 6PM
These are the official times that I have reserved, we'll determine when we'll meet anytime earlier this week.
What time works for you guys so I can reserve a room?
Hey guys just to give you an update, the class is more or less done. I just need to make everything visually acceptable. Once that's done, I'll try pushing it if that doesn't work I'll send it to @jhawz since you're doing the integration work.
Accidental bug testing this morning/...noon? Early afternoon? Don't know -_-
AI
Once tiles are loaded, the next goal will be to ensure that the characters interact with them as expected (so no walking through them, no falling through them, etc.)
Goal is to be able to completely load a map from Will to produce a level.
The Actor class inherits from VisibleGameObject right? And the Rambo class inherits from the Actor class, right?
View created and center set. Still learning functionality.
I know Jarrett will be out of commission for a bit, so what time works you all of you?
@freegyp I remembered you mentioned that you were going to work on the design document too, I just want to confirm that.
Listed below is the revised calendar on what we need to do so we can finish the project:
@jhawz @freegyp @Jagabel
Class exists and functions. Request additions in the comments.
@jhawz and I agreed that we should meet up tomorrow and continue working, we have a week left so let's push this out. So what time works ya'll?
@Jagabel and I tested and it works. It was tested on my account log in info is as follows:
wzwindso//username
cskemper301//password
Like the title says; I haven't seen a pattern with it yet but sometimes Bond refuses to appear on screen. Only way to get him to reappear is if I close out the game and run it again. Don't know if anyone else is having this issue but it'll be something to watch for.
Animation and Rambo Using iterative method (normalized sprite sheet)
@Jagabel is it possible to put the following inside a Level class?
sf::Texture text;
MapLoader* m = new MapLoader();
VisibleGameObject* bg = m->getBackground(1);
m->loadMap("data/Level1.txt");
std::vector<std::string> codeList = m->getTileCodes();
std::vector<int> collisionList;
text.loadFromFile("textures/TiledEight32New.png");
gameObjectManager.Add("Background", bg);
for (int x = 0; x < codeList.size(); x++) {
if (codeList[x] != "0") {
Tile* newTile = new Tile();
newTile->buildTile(std::stoi(codeList[x]), text,
sf::Vector2i(((std::stoi(codeList[x]) - 1) % 15) * 32,
((std::stoi(codeList[x]) - 1) / 15) * 32),
sf::Vector2i(32, 32));
newTile->SetPosition((x % 100) * 32, (x / 100) * 32);
collisionList.push_back(x % 100 + ((x / 100) * 100));
gameObjectManager.Add("Tile" + std::to_string(x), newTile);
}
}
gameObjectManager.setCollisionList(collisionList);
delete m;
I'll be jumping to AI development after:
I'm approaching this on the most basic of levels: give a sight range and if Bond enters, engage.
Let's just define how we're going to communicate ie a standard operating procedure (SOP):
General issues that are project related.
Transformation to Rambo from Bond - Yupeng
Bullets/Powerups and interactions. - Joe
Level Completion - Jarrett
HUD - William
Any suggestions? The controls are currently inside Bond class so they may need to come out into the Game class.
Needs to be done by end of day Monday.
Need to add Rambo (Contra sprites) animations to Rambo class
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