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 <<O>>  Difference Topic MarksLog (r1.10 - 17 Dec 2004 - MarkKegel)
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Project 3:

Wrote up the following documents:

  • Game Spec
  • User's Guide

-- MarkKegel - 16 Dec 2004

Got game sounds working:

  • CSoundManager?
  • CSound
  • CSndKey?

These classes for the basis of our sound setup. The CSndKey? is my own creation so that we don't have to have a major hack in order to play sounds from any where. The code I stole from a Microsoft DirectSound? tutorial, and then ported our project. The CSoundManager? I made into a singleton, and is the only class that we need to worry about.

Sounds now also load. Aaron found that we could use the sound packages from the Quake models, so both the Homer and Lara sounds are being loaded into memory for later playback. I also implemented it so that we could have theme music in the background, playing repeatedly.

-- MarkKegel - 13 Dec 2004

The controls are still a bit broken since the player will not strafe. Matt and I solved the problem. I noticed that the player needed to have both a direction vector (the direction the player is facing) and a velocity vector (the vector along which the player is moving). We had the direction vector standing in for both properties and thus could not strafe. I went through the code, with Matt since he written a fair portion of Player code, and fixed the strafing problem.

-- MarkKegel - 10 Dec 2004

The AI is coming along nicely. Homer now moves fluidly across the screen and will pickup balls. There is still some things to work out before it is perfect, but since AI can always be better we have opted to make it good enough for the game at hand.

-- MarkKegel - 8 Dec 2004

Aaron and I came up with a fairly good system for the AI. An AI class will take a Player as an arguement, and then give back an Action for that Player. We can do this in the main loop during each cycle and therefore have a continually updated AI.

-- MarkKegel - 5 Dec 2004

I fixed the window controls so that we can now move freely between the console and the game window. The keyboard lost its focus whenever we exited the window, however this problem has been redressed. Also the mouse hides itself whenever the window is active, and will move freely whenever it is not. Makes the game much easier to use and debug.

-- MarkKegel - 2 Dec 2004

Abandoned the fontPrinter. We are nearing our version 1.0 release date and my time is better spent elsewhere.

-- MarkKegel - 29 Nov 2004

I've tried working on the fontPrinter class from our old game. It was using the glut font interface, and even though we weren't using glut, the fontPrinter was still working. Strange!

I attempted to port the code over to a fully Win32 system following the code from the Nehe tutorial. I have been extremely unsuccessful in getting this to work correctly and if I cannot get a working class soon will abandon it and move on to more important matters.

-- MarkKegel - 26 Nov 2004

Fixed the control scheme. The old code would not allow for a full range of movement so I modified it until an appropriate scheme could be found. The controls are quite good, and although the mouse is still a bit broken, the player will never notice how during normal gameplay.

-- MarkKegel - 21 Nov 2004

Keyboard and Mouse

I wrote up the keyboard and mouse classes. Both of these input classes are based around DirectInput?, so that we can poll the two devices for input. I had some sample code from a book for DirectInput? 5, but that didn't work.

Later I found some code online that I have been able to incorporate into a fully working class. The keyboard class not supports both a Pressed, and Released, Functionality, so that we can detect the initial press, or release, of a single time, instead rededecting that the key is down. Both classes are singletons and may be called from anywhere.

-- MarkKegel - 21 Nov 2004

Win32 loop and WndProc?

Since we will be using much of our existing code base from the golf game I wrote up a glWindow class to help in the process. The old glut code relied on three major things, the drawing loop, the idle loop, and a main loop to get input and alternate between the two. The glWindow class is responsible for opening and creating the main window. It also stores information about the window that we will need later.

I also wrote up the WinMain? function and the Window Handler. Currently we have no console for debugging output but I'm sure that this will be remedied.

-- MarkKegel - 13 Nov 2004


Topic MarksLog . { View | Diffs | r1.10 | > | r1.9 | > | r1.8 | More }
Revision r1.9 - 02 Nov 2004 - 08:20 GMT - MarkKegel
Revision r1.10 - 17 Dec 2004 - 04:54 GMT - MarkKegel
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