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
9/22/04 -
Finalized level transitions to not reset score and health each time around. Worked on code for when a game ends and a new one is to begin. Bugs were mostly worked out. James finished off the final bugs. Also finished updating level reset code to increment maxspeed of player each level based on the maxspeed of the previous level. Messed around with StepDoc code to better understand game updates. Had problems with Tortoise receiving bitmap files. Had to sftp from turing CVS. Found bugs from playing the game up to level 11. Refined rate at which speed of player, friends, and enemies change.
-- Posted By RyanAusankaCrues