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10th Floor

1,901 bytes added, 11:36, 28 March 2011
Ryan Wang
== Team Members ==
# [mailto:rmwang@learn.senecac.on.ca?sujbect=GAM666/DPS901 Ryan Wang], Responsibility: Stage creation, textures, collision detection agains stage objects, loading map files.
# [mailto:avathsalan@learn.senecac.on.ca?sujbect=GAM666 Aravinthan Vathsalan], Responsibility: Traps, collision detection against traps, update character stats in respond to traps and the traps(HUD), Game items (e.g. health bonus, items bonus, etc.)# [mailto:gmok@learn.senecac.on.ca?sujbect=GAM666 Geoffrey Mok], Responsibility: HUD - (Progress bars, 2D sprite animations), Environment fog, minimapAnimated billboards
# [mailto:scborges@learn.senecac.on.ca?subject=gam666 Steve Borges], Responsibility TBA
# [mailto:caangus@learn.senecac.on.ca?subjectgame666 Corey Angus], Responsibility TBA
2,0|1,0|2,0|1,0|2,0;
0,1|3,0|3,0|3,0|3,0
 
=== Collision Detection Against Walls ===
 
[[File:CollisionDetectionAgainstWalls.jpg|800px]]
Collision detection with the map structure is simplified by the use of simple int array that holds the tile type data. Considering the fact that the total number of Box objects created easily exceeds 1000 (when loading a 20 by 20 map), we thought it will be more efficient to compare the integer tile type codes than actually comparing floating point coordinates. To add more efficiency, as described in the image above, update() module selectively retrieves only the necessary tile data from the tile array and determines whether the character can proceed or not.
=== Interactive Game Environment ===
=== Progress / Updates ===
==== Aravinthan Vathsalan ====
'''Responsibility: ''' Traps, collision detection against traps, update character stats in respond to traps and the traps(HUD), Game items (e.g. health bonus, items bonus, etc.)
<ul>
<li>November 23: Added graphic primitive FloorSpike and implemented components specific to collision detection</li>
<li>November 23: Added graphic primitive Projectile and implemented components specific to collision detection</li>
<li>Added Atom and implemented specific to collision detection</li>
<li>Implemented trap file parser to create traps from specifications of a text file</li>
<li>Integrated map file with logic for placing a trap(s) for a specific tile</li>
<li>Creates traps for a specific tile in the map file and the specifications for the traps from the trap file</li>
<li>Added updated map file with indicators for trap(s) for a specific tile and the specifications of the traps in the associated trap file</li>
<li>Updated player object to have health attribute and updates the health with respect to collision (damage from traps)</li>
<li>Added health bar, health display, and number of restarts (i.e. deaths) to the HUD component</li>
<li>Moves the player back to the starting position when player loses all health and increments number of restarts(resets health and translate the player back to start position)</li>
<li>One time items such as health bonuses (represented as an Atom object with a positive "damage" to health) are destroyed when player collides with it for the first time (does not do so if the player is at max health)</li>
</ul>
==== Geoffrey Mok ====
'''Responsibility: ''' HUD - (Progress bars, 2D sprite animations), minimapEnvironment fog, Animated billboards
<ul>
<li>November 23: Added 2D animated sprite functionality to HUDTexture</li>
<li>November 28: Added iEnvironment for more dynamic fog manipulation</li>
<li>December 02: Implementation of billboarding (2D sprite in 3d world, always faces the player)</li>
<li>December 07: Implementation of animated billboards)</li>
</ul>
'''Responsibility: ''' Stage/levels design
<ul>
[[File:TenthCeilingCollapse.jpg|200px|thumbnail|right|Fig.R1. Ceiling collapsing collapse effect]]
[[File:TenthUserDialog.jpg|200px|thumbnail|right|Fig.R2. Dialog Box UI Design]]
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