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10th Floor

625 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, Animated billboards
# [mailto:scborges@learn.senecac.on.ca?subject=gam666 Steve Borges], 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 ===
==== Geoffrey Mok ====
'''Responsibility: ''' HUD - (Progress bars, 2D sprite animations), minimapEnvironment fog, Animated billboards
<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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