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License: GNU General Public License v3.0
Automatically exported from code.google.com/p/crab-battle
License: GNU General Public License v3.0
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
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
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
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
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
There must be dynamic memory allocation using new and delete in the project.
Original issue reported on code.google.com by [email protected]
on 22 Feb 2008 at 5:24
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
We need to write up some install instructions for the different platforms.
Original issue reported on code.google.com by [email protected]
on 27 Mar 2008 at 12:05
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
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
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
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
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
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
We need to use exception handling somewhere in the project.
Original issue reported on code.google.com by [email protected]
on 22 Feb 2008 at 5:44
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
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
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
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
We need to use operator overloading somewhere in the project.
Original issue reported on code.google.com by [email protected]
on 22 Feb 2008 at 5:46
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
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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