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%META:TOPICINFO{author="RyanRiegel" date="1075784939" format="1.0" version="1.1"}%
%META:TOPICPARENT{name="ProjectModels"}%
Play Game
- Many of the POP games take place on a 2D plane ideal for our game.
- The player, printers, and enemies can be modeled by critters.
- Also, "PickNPop" uses a timer, which we can use to keep track of the print queues.
Player Movement
- "You're Late" has exactly the same kind of movement we want to implement.
Enemy Movement
- Using the randomizeVelocity command, etc., we'll be able to produce fairly random motion.
- Also, we may simply have enemies that bounce off of the walls and move in straight lines (like in "PickNPop").
Player-Enemy Collisions
- This is pretty easy to do in the collide member function.
- We'll call the die function for the critter, alter the player's maximum speed, and have the timer (discussed above) restore the player's maximum speed after a short while.
- Respawning will work similarly to "Space Invaders".
Printer
- Printers are modeled by motionless critters.
- Random breakdowns and print queues will be handled by the timer.
Fixing Printers
- Simply set the wrench variable (in the same scope as the health variable in "Spacewar") in the collide member function for the supply cabinet, and unset it in the collide member function for the printer.
Print Queue
- The timer will increase or decrease the print queue depending on how many broken printers there are.
- The print queue will be displayed at the bottom of the screen, like the remaining seconds in "PickNPop".
- If the print queue overflows, we'll end the game in the same manner as in any other POP game.
Supply Cabinet
- The supply cabinet is modeled by a motionless critter.
- Collisions will handle giving wrenches to the player.
Score
- The score will be handled by the timer from "PickNPop".
-- RyanRiegel - 02 Feb 2004 |