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flying_fishes's Introduction

Software Engineer specialized in Blockchain, DApps, Smart-Contracts.

Offering..

  • Smart-Contract & DApp development -> DeFi, Metaverse, NFT, Utility/Security-Tokens, etc.
  • Product Management
  • Technical Project management (leading developer teams, etc.).
  • Workshops about Blockchain, Docker, Smart-Contracts, DApps, L2s, ...
  • Consultancy & Advisory

..more on https://wavect.io/#services

Some key facts to keep it simple:

  • Blockchain, NFT
  • Programming since the age of 13.
  • Speaking German & English fluently.
  • Led a social-tech startup of 5-7 people.
  • Worked in a blockchain (DID) startup as CMO & software engineer.
  • Economic (commercial school, investing, trading) & sporty/medical background (ambulance man, founded Calisthenics society, ..)
  • Docker, Blockchain & TDD [Test-Driven-Development] advocate.
  • Transparency, honesty & maintainability have hightest priority.
  • Actively investing & trading (stocks, commodities, crypto, ...)
  • Hobby Acrobat, Calisthenics, Bodybuilding ..more about me: https://wavect.io/#about

Links:

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flying_fishes's Issues

Clean Up

Tidy up (make code more legible, comment method, make code more efficient etc.)

This should always be considered!

Dependency Injection

Maybe we should change the way we do dependency injections (e.g. context/activities not as class members to avoid memory leaks).

A library would be also interesting: https://android.jlelse.eu/fundamentals-of-dependency-injection-and-popular-libraries-in-android-c17cf48b5253

UI-Context in long living objects -> https://medium.freecodecamp.org/mastering-android-context-7055c8478a22 (see scenario 3 and following). That's our bug (see DrawableObj and DrawableLevel-member Context/Activity/DrawableSurfaces).

Maybe use sth. like this for levels/modes/worlds:

  • LinkedHashMap (to keep order so we can get elem by pos and index) with indizes of class objs:
    --> .put(Level_1.class, /point obj or lvl obj uninitalized?/) or just an ArrayList with class objs?

Create SuccessDialog - With detailed information

Create a unique success-dialog with detailed information about:
-> how many fruits he has collected & missed
-> how many enemies he has killed & passed
-> show total amount of fruits
-> show link to shop, so player can fast jump to shop after reaching special amount of fruits needed to buy things
-> show highscore in a wonderful font
-> be creative, ive added a foto of how i could might look in another universe!

successleveldialog

Recraft level on restart

When fruit powers change certain level params (speed of player or enemies e.g.) then this effect remains on level restart, bc. we use it from RAM.

Make Revive-Btn work

Possible measures:

  • Change position of all elements (player, enemies, bg layers, fruits, etc.) to a previous position (appr. 5 seconds a go or a variable number of seconds [e.g. different fruits can do this for a different amount of seconds) --> would be very cool!

  • Or just restart level and keep highscore before user died. (not recommended)

Improve GUI

Make a nicer UI (maybe user sth. from Amazing UI App) --> Cooler dialogues, Highscore Activity [senseless for AdventureMode, but we can use it later for SurvivalMode etc.]

Pause/Restart Btn

Add Pause, Restart Button (maybe to ActionBar in GameViewActivity)

Initialize redundancy

Initialized Var is non-static. So initialize gets executed for every instance (which isn't necessary bc. bitmaps are static).

Migrate all initialize() contents so that isInitialized() var can be static without problems. But keep initialze() non-static so we can implement it from DrawableObj.

Multitouch Bug

When flying to top and then shooting or so the shooting site triggers the flying up action.

Animation Issue (Happen Enemy)

Solve GameObj-Animation issue (maybe comes along with #I1). So e.g. Happen Enemy animation is not so fast [maybe we can use loopCount param in draw())

WorldActivity: List multiple times changed

  • In WorldActivity we have now animations (e.g. by Backgroundlayers). By starting a level and going back to the WorldActivity the layers seem to be added one more time than before.
  • E.g. if I added as BgLayer only 3 Flying Elements, I only want 3 elements and not on the back btn 6, then 9, then 12.
  • No idea currently, I am tired.
  • WorldActivity.class, WorldManager.class, World.class, World_Earth.class

Collision Detection for Player <--> Barrier

Our Collision-Detections works absolutely fine, for smaller objects, because their collision-area, where pixels are getting proved is also small (ratio). But Barriers can be huge and their collision area too. So we need to create another Collision-Detetion for Barriers, to avoid huge performance looses.

Add another Collision-Detection Concept
in class CollisionMgr or by creating a new class

Create Barriers

Create Barriers that can be activated in some levels. Those should either grow from absolute top/bottom position into the field or be placed within the game-view zone.

A collision with a Barrier means an instant Game-Over state.

Barriers should differ in look and behaviour (rotating, horicontal, vertical, with edges --> use tetris as example,
[ ]
[ ] [ ] [ ][ ]

or

[ ]
[ ] [ ] [ ] [ ]
[ ]

or
[ ] [ ] [ ] [ ]
[ ]
[ ]
[ ] [ ] [ ] [ ]

or
[ ]
[ ] [ ] [ ]
[ ]

but this will all be future content, for now we should implement the logic. A proper Design-Sheet is yet to be done. Until that, pure logic. Best case if CollisionManager is compatible --> means, we're using the same concept.
Otherwise we can also use the SVG-Path System, as alternative.

Random Fruitpower

By collecting any fruit, you sometimes dont receive the fruit's specific power.

Classes: FruitPower, Fruit, all specializations of Fruitpowers

Edit: Bug has gone, but lets keep an eye

GameObject Animation

If #I4 is solved, animate other enemies or maybe also player (additionally to rotation)

Level Counter

Provide either a full-level counter (1 - 100 f.e) or a World-based level counter (1 - 1, 1 - 2, ... 2 - 1)

We will be displaying our current Level in the LevelInformationDialog.class at the Top or if theres a better solution, place it anywhere.

Classes: depends on, Level.class, World.class, LevelInformationDialog.class...

Level Hierarchy UI

Make XML Object for Level-Element in LevelHierarchyActivity. --> A nicer one than just the white box on the blue background or similar.

Consistent Draw/Update procedure

Use Player Draw Procedure (with Hashmap for allowing also different angles) in all other GameObjs. Or if you have a more performant idea, please do that.

Achievements

Craft GameAchievement Manager. So user can get achievements. --> We might to use Oauth for userContext (see comments in already existing dummy Manager).

Default interface methods

Add default interface methods (also private?) to get rid of ugly getReward() and getShootFrequency etc. --> so properties easy to access.

New App Icon

Change App Icon (midmap) --> maybe use one for which we need no copyright

Proguard Release Compile Error

Solve Proguard issue when compiling Release-Apk. (Currently we have in build.gradle proguard and minifying disabled, so change this for solving that)

High probable solution: Add proguard rules (own file which is linked in gradle) to keep specific classes [recherche on internet] to get the correct rules)

Universe Design

We need to create a Design, "ON THE BASE" of what i've done.

  • "On the base" because what ive done today isnt worth reading (meaning the coding part)

-> Clean Design
-> Viewable horizontal, move right to progress further
-> Get an Information-Dialog if user pressed a button/level
-> Create an End-port, which leads to another world
-> limit the GUI-System, player is only allowed to get to the next level if he managed to pass the one before
-> if he has a special amount of points or all levels (dont know) access to next world will be gained

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