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crab-battle's Issues

Classes

There must be at least one class that we define.

We must also provide the public interface for at least three classes as we wish 
to define them.

Original issue reported on code.google.com by [email protected] on 22 Feb 2008 at 5:23

Attacking other players

We need some way for players to interact with one another using collision
detection. This will ideally allow players to do damage to one another.

Original issue reported on code.google.com by [email protected] on 18 Apr 2008 at 2:56

Memory Management

What steps will reproduce the problem?
1. Reference an object in multiple places in the program.
2. Try to figure out when to {{{delete}}} it.

What is the expected output? What do you see instead?
The program will not deallocate the object at the correct time.  The object
should be deallocated only when no parts of the program reference the
object.  I propose we use reference counting.

For more information, see <http://en.wikipedia.org/wiki/Reference_counting>

I've already started a fork of the source code with reference counting
implemented.  When it's ready, I will merge the branch into the trunk.

Original issue reported on code.google.com by [email protected] on 12 Mar 2008 at 11:55

Project Files

Currently, we have no project files, but we will be adding Dev-C++ project 
files.

In addition, it would be nice to be able to compile the project on multiple 
platforms easily.  Ross, 
having access to both a Mac and a Linux machine, will deal with adding project 
files (and possibly 
Makefiles) to the project.

Original issue reported on code.google.com by [email protected] on 22 Feb 2008 at 5:30

Initial Countdown

What steps will reproduce the problem?
1. Start a new game
2. Observe how unprepared non-developers are for the game's start

What is the expected output? What do you see instead?

There should be a 3... 2... 1... countdown but there is currently no such
thing.

Please use labels and text to provide additional information.

Original issue reported on code.google.com by [email protected] on 27 May 2008 at 11:01

Interactivity

We need to have something on the screen by Milestone 1.

Original issue reported on code.google.com by [email protected] on 22 Feb 2008 at 5:20

State Stack

We have decided to put together a stack for each game state so that we can
efficiently handle nested menus and other fun things.

Original issue reported on code.google.com by [email protected] on 21 Mar 2008 at 3:45

Polymorphism

We need to show some use of polymorphism in the code.

See Issue 5 for a probable use of polymorphism

Original issue reported on code.google.com by [email protected] on 22 Feb 2008 at 5:40

Pause State Crash

What steps will reproduce the problem?
1. Hit p in the game state

What is the expected output? What do you see instead?

The program should show the pause state, but instead, the program crashes.

This issue was reported by TJ.  I (Ross) have not encountered this problem
on Linux, but I will investigate on my home machine.

Original issue reported on code.google.com by [email protected] on 26 Mar 2008 at 11:51

Transparent Mudkips

What steps will reproduce the problem?
1. Use the Mudkip sprite

What is the expected output? What do you see instead?

The Mudkip should be opaque, but it is slightly transparent.

Original issue reported on code.google.com by [email protected] on 28 May 2008 at 5:40

Embedded ODE dylib

What steps will reproduce the problem?
1. Run the Mac port on a non-developer machine

What is the expected output? What do you see instead?

The program should have the ODE dylib embedded for drag-and-drop install.

Original issue reported on code.google.com by [email protected] on 28 May 2008 at 6:03

Different States

What Needs to Happen

There needs to be multiple states inside the game.  The states are what are 
ordinarily referred to 
as screens (e.g. Main Menu, Splash, game).

Probable Implementation

We will probably have an abstract base class, State, that will be subclassed 
for each one of the 
individual states.  Each state will need to have an update method (for logic), 
a display method 
(for drawing), and an onevent method (for event handling).

Recommendation

The two likely states that should be implemented immediately are the main menu 
and the 
gameplay.

Original issue reported on code.google.com by [email protected] on 22 Feb 2008 at 5:39

Usage of STL

We need to use STL or create a template of our own.

Original issue reported on code.google.com by [email protected] on 22 Feb 2008 at 5:45

SDL Library Dependencies

What steps will reproduce the problem?
1. Try to compile Crab Battle without -DNO_SDL_IMAGE on Windows

What is the expected output? What do you see instead?

Crab Battle should compile nicely on all of the developers' Windows
computers.  Unfortunately, without a MinGW binary for SDL_image, SDL_mixer,
and SDL_ttf (our three external dependencies other than SDL), this becomes
quite complicated.

I propose that we create a vendor branch
<http://svnbook.red-bean.com/en/1.4/svn.advanced.vendorbr.html> for a set
of precompiled MinGW SDL_* binaries.

I don't think this applies to any other operating system, as Mac already
has the binaries, and Linux compiling is relatively easy.

Original issue reported on code.google.com by [email protected] on 25 Feb 2008 at 6:54

Collision Detection

What steps will reproduce the problem?
1. Play the game
2. Move the characters around

What is the expected output? What do you see instead?

The characters should not be able to intersect, but they can currently.

I have written some working code for the collision detection, I will post
it soon.

Original issue reported on code.google.com by [email protected] on 26 Mar 2008 at 6:04

Player Select Screen

What steps will reproduce the problem?
1. Start a new game

What is the expected output? What do you see instead?
Players should be able to select their characters, but instead they are
immediately thrust into the game.

Original issue reported on code.google.com by [email protected] on 27 May 2008 at 10:56

Procedure for Winning

What steps will reproduce the problem?
1. Start a new game
2. Beat the crap out of the other player

What is the expected output? What do you see instead?

This should eventually halt the game, but the game doesn't have any idea of
who wins.

Each player should have five lives, and after that is depleted, then the
other player standing should see a "Hooray!  You won!" screen.

Original issue reported on code.google.com by [email protected] on 27 May 2008 at 11:14

File I/O

We need to add some form of File I/O or socket I/O.

I'm favoring File I/O, because socket would require networking (and by 
extension, out of scope of 
the assignment).  Perhaps a file that stores the fastest times the game has 
been completed?

Original issue reported on code.google.com by [email protected] on 22 Feb 2008 at 5:42

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