9/13/04 -
Met in Poppa. Followed up on Sunday's updating of sample POP game. Game files created for Velma's Revenge using the Pop Framework handout steps. Decided character should move in which ever direction the keys are pressed as opposed to having a direction the character is facing. Weapons will not be directional but rather a radius around the player. Completed most of the desired functionality for prototype.
Decided that the following items need to be updated to complete our prototype:
Add clock for level length
Add party at bottom of screen where enemies and friends disappear
Attract friends to party
Delay when friends talk to you.
Additions for final:
Implement "proximity weapon" kills.
Proximity weapon in cCritterVelmaPlayer::shoot() -- implement cCritterArmedPlayer::proximity()
Camp Sec calls -- using pbiota()->purgeNonPlayerNonWallCritters();
background - multiple bitmaps allowing multiple party map layouts
entities
intro screen
level info - health, clock, score?
clean up memory leaks caused by creation of new cPerformanceTimer
add sounds
change release dates and numbers
-- Posted by RyanAusankaCrues
9/19/04 -
Ran CVS update on my (Ryan's) turing account but didn't get latest code. Tim had problems compiling because of an inability to link a lib file. Started updating code to differentiate enemies from friends. took randomSprite() code from cGame class. Made makeEnemySprite() and makeFriendSprite() functions in cGameVelma class. Couldn't use them, however, because pgame() returns a pointer to a cGame not a cGameVelma. Thus, after we figure out the CVS and compilation problems:
To Do:
Differentiating enemies and friends
take code uploaded to Updates topic and add it to files indicated
add lines to cGameVelma constructor to set the _enemyspritetype and _friendspritetype where _spritetype is set right now
add a pgame() function to the velma critter classes that overrides the cCritter class method. Have it return a pointer to a cGameVelma instead of a cGame. This will allow us to use the makeFriendSprite() and makeEnemySprite() functions to differentiate friends from enemies.
proximity weapon
camp sec calls
Graphics
change makeFriendSprite() and makeEnemySprite() functions to use the bitmap images of characters
change cCritterVelmaPlayer constructor to have a setSprite function.
have separate bitmap images for each level
intro screen
health, score, clock?????
-- Posted By RyanAusankaCrues
9/27/04 -
Met at CMC to finish the documentation, final report, and wiki page.
-- Posted By RyanAusankaCrues
10/3/04 -
Met in AC to begin work on Project 2.
James began work on the Triangle, Point, and Room classes.
Ryan began work on the CollisionHandler class.
Tim began work on the Ball class.
-- Posted By RyanAusankaCrues
10/6/04 -
Met at AC to continue work on Project2. Ryan worked on the display code to correct some problems. James and Tim went to LAC while Ryan was at another meeting. Mix up caused James and Tim to work together for a few hours without Ryan. Ryan came back from meeting and worked on display code while James and Tim worked on collision code. Ryan later met them in LAC.
-- Posted By RyanAusankaCrues
10/11/04 -
Met in AC again following cs105 lab. Fixed up bounce function in ball class. James worked on cleaning up the CollisionHandler class so that it can be extended for the current prototype. James and Tim worked on implementing standardization of triangle and ball classes. Problem was discovered for edge and vertex collisions not returning the proper normal vectors. Ryan created Gantt chart and UML Class and Sequence diagrams for the classes currently implemented.
To do:
Edge and vertex collisions do not return proper normal of surface
problem with numerical inaccuracies causes ball to get stuck.