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cs420-project's Introduction

cs420-project

Game Design Project

cs420-project's People

Stargazers

Roman avatar Yupeng Gu avatar

Watchers

James Cloos avatar Joe Hause avatar Yupeng Gu avatar  avatar  avatar

cs420-project's Issues

Shooting animation Looks bad

Probably something to do with the isKeyPressed like leftRun and rightRun. Would be nice to be fixed before the presentation.

Bullet Collisions

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.

Choose Class Diagram

Post the diagrams we have and we can discuss which one we want to use in the comments of this issue.

TODO 23rd-24th

Cleanup
Presentation
Make sure compiles on lab machine.

Group Meeting for Week of Nov 17

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.

Story Loader Class

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.

Bug Testing

Accidental bug testing this morning/...noon? Early afternoon? Don't know -_-

  1. Jump needs to be heavily modified. Currently cannot jump to the left/right and this makes the first level unplayable.
  2. Collisions. Same reason as above...Bond is diving through tiles to his untimely demise.

Tile Collisions

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.)

Bond not animating

screenshot from 2014-11-07 21 38 09

This is from a run after grabbing a new copy of the repository; bond starts in a jumping position and doesn't respond to input. Don't know if this is being actively worked on but I wanted to put it out there.

Design Document

@freegyp I remembered you mentioned that you were going to work on the design document too, I just want to confirm that.

Class updates?

Do we have anything that I can start running through the game manager to test? Rambo, Level, Enemy? @freegyp @Jagabel @enoughredundancy

Updated Time Line

Listed below is the revised calendar on what we need to do so we can finish the project:
@jhawz @freegyp @Jagabel

  1. Projectiles w/ collisions & Deaths (Bond/Enemies) - Met
  2. Transformation Bond -> Rambo, Levels - Met
  3. HUD - Met
  4. Finish Core Functionalities - Met
  5. Tweaks - Stories/Sound - Met
  6. Testing/Tweaks - In Progress
  7. Testing/Tweaks
  8. Submission Date

Group Meeting for 11/16/2014

@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?

Testing On Lab Machine

@Jagabel and I tested and it works. It was tested on my account log in info is as follows:
wzwindso//username
cskemper301//password

Bond Sometimes Doesn't Load

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.

Level Class Creation

@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;

AI

I'll be jumping to AI development after:

  1. the level class is finished (by 3 PM today)
  2. collisions have been tweaked a bit again (looks like changes were lost in a merge at some point)

I'm approaching this on the most basic of levels: give a sight range and if Bond enters, engage.

Communications

Let's just define how we're going to communicate ie a standard operating procedure (SOP):

  • Group Issues concerning the project will be posted on the git.
  • Group Issues concerning a group member, the group member will tag the member that the issue is with.
  • Personal contact, group member will text the member first before attempting to call.
  • No calls after 8:00 PM
  • If an emergency, still text first.
  • General group communication will be emailed or posted to the git under issues.

Do you all agree with this @jhawz @Jagabel @freegyp

TODO Tonight / 20th-21st

Transformation to Rambo from Bond - Yupeng

Bullets/Powerups and interactions. - Joe

Level Completion - Jarrett

HUD - William

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