-- MarkKegel - 02 Nov 2004
The flag will draw itself at the hole. Made sure that the hold can be drawn anywhere on the course that we want will two variable changes. Flag and hole drawn together. Did code to check if ball is inside of the hole.
Did the fontPrinter class so that we could print stuff out.
Add in the the timer class to keep track of the time between each frame. It will also calculate the average number of frames that the game is getting.
Modified the terrain texture to keep the player from being able to escape the terrain. Also added a raised ring around the outside of the hole, an inner valley, and then had the hole up on a "green". The terrain information is stored in Terrain.raw. It should be modified by using Photoshop, since you will want smooth gradients instead of shard color divisions.
-- MarkKegel - 27 Oct 2004
Created grass texture. Made it so that the terrain would then be drawn with that texture.
-- MarkKegel - 26 Oct 2004
Did more collision handling work. The collide function now seems to work on general coordinates. I had to fix how the transforms were taking place (or rather not taking place), since that seems to have been the major bug left in our code. Therefore, I can say with at least some confidence that the collide function, and specifically collide_edge, is bug free and will likely work on any triangle we through at it. The next phase will require us to handle multiple triangles, but with a good collide function for a single triangle life ought to be good.
-- MarkKegel - 20 Oct 2004
Modified existing source code some more -- did the following changes:
Added in the #define glut_disable_atexit_hack
Replaced the ball drawn as a quadratic with something more sensible, and that actually works
Added Edge standardization code and fixed it to work with our setup
Changed the interface to collide_edge() to make it more general
-- MarkKegel - 18 Oct 2004
Created and uploaded several files:
UML Sequence diagram
UML Class diagram
In the UML Class diagram I added in the general interface to that class that we have created
-- MarkKegel - 12 Oct 2004
I took the prototype code we had for Thursday and expanded it a bit. Triangles now standize themselves upon creation, at least the vertices anyway, edges will have to be done later. I also implemented a rudimentary World class that will hopefully contain everything we want in the game. This will make the game more object oriented.
-- MarkKegel - 10 Oct 2004
Downloaded Matt's code from CVS.
Added in Edge collision detection
Added comments through out the code to explain what was going on.
Wrote up the Room Commander sections of the Game Spec document.
Prototype:
Implemented having two players fire on the screen at the same time.
Moved the players to their appropriate destinations on the screen.
Changed the appropriate values so that we could have a nearly continuous stream of bullets.
Commented part of the code base.
-- MarkKegel - 16 Sep 2004
Final Version:
Implemented the health bar for the building.
Tweaked the final values of some of the game constants to make it more playable.
Building now has more health
Fires come out at a slower rate
Max rate at which fires can come out reduced
Helped with Aaron to make the game exit on the game loss rather than attempt to reset.
Added more comments to the code.
-- MarkKegel - 21 Sep 2004
Documentation: