Monthly Archives: January 2014
Day 20
So, I managed to fix collision between box vs circle and circle vs circle. I added an ingame brick that is round and have a Circle Collider so when the Ball Object hit it the code call a funtion to check circle vs circle. I also added collision between the balls but that caused alot of strange collisions so i removed that.
I added the WinState that Stefan made after I done som modifications like adding some TTF text to it.I […]
Day 20
So, I managed to fix collision between box vs circle and circle vs circle. I added an ingame brick that is round and have a Circle Collider so when the Ball Object hit it the code call a funtion to check circle vs circle. I also added collision between the balls but that caused alot of strange collisions so i removed that.
I added the WinState that Stefan made after I done som modifications like adding some TTF text to it.I […]
Frogger Dev. Post 22
Finished the music and sound today, it all seems to be working pretty well and I added to that you can enter the level design in a text file, it doesn’t work if you want several levels but I am working on it. Tomorrow I’m gonna see if I can make more levels somehow but first I’ve got to get TTF working so that we can have actual high-score. If I can’t work with TTF then I might just record […]
Frogger Dev. Post 22
Finished the music and sound today, it all seems to be working pretty well and I added to that you can enter the level design in a text file, it doesn’t work if you want several levels but I am working on it. Tomorrow I’m gonna see if I can make more levels somehow but first I’ve got to get TTF working so that we can have actual high-score. If I can’t work with TTF then I might just record […]
Programming Assignment – Arkanoid
I didn’t have much time to work on the game today, bur I have nothing I need to do tomorrow so I’ll be sitting the game-room and working a lot tomorrow. I Worked a bit on the encrypt and decrypt class. I also made a few new sprites with animation that Anthon wanted. And that’s pretty much all I did today.
Here is a screenshot from the game.
Filed under: Uncategorized Tagged: Uppsala University Universitet game programming […]
Programming Assignment – Arkanoid
I didn’t have much time to work on the game today, bur I have nothing I need to do tomorrow so I’ll be sitting the game-room and working a lot tomorrow. I Worked a bit on the encrypt and decrypt class. I also made a few new sprites with animation that Anthon wanted. And that’s pretty much all I did today.
Here is a screenshot from the game.
Filed under: Uncategorized Tagged: Uppsala University Universitet game programming […]
TD – not so much left now
Severe memory leak detected and fixed. Life, cash and points working. The three different towers works.
Need work: High score save and print. Tower cost. Win and lose conditions. Configure file. And probably something more that I can’t remember.
I found out that I had a pretty severe memory leak, about 10 MB per second. Creating new textures each update without freeing their memories after is bad.
TD – not so much left now
Severe memory leak detected and fixed. Life, cash and points working. The three different towers works.
Need work: High score save and print. Tower cost. Win and lose conditions. Configure file. And probably something more that I can’t remember.
I found out that I had a pretty severe memory leak, about 10 MB per second. Creating new textures each update without freeing their memories after is bad.
Spelprogrammering – Assignment – 15
Today I’ve managed to get the Animations for the ball that is read through a text file to work. It looks great!
I also got the directional bouncing (the x-direction of the ball changes depending on where it hits the paddle) to stop accelerating in infinitum, and works “OK” right now. It’s at least a improvement from the old code.
Back to GameStates, ugh. I’m still not quite sure how to implement this -> I’ll try to get some help tomorrow.
So, Animations […]
Spelprogrammering – Assignment – 15
Today I’ve managed to get the Animations for the ball that is read through a text file to work. It looks great!
I also got the directional bouncing (the x-direction of the ball changes depending on where it hits the paddle) to stop accelerating in infinitum, and works “OK” right now. It’s at least a improvement from the old code.
Back to GameStates, ugh. I’m still not quite sure how to implement this -> I’ll try to get some help tomorrow.
So, Animations […]
Components
I’ve been meaning to blog something for quite some time now, but I haven’t really had the time and when I had the time I was going through some personal stuff. Basically my wife left me right before Christmas, it hasn’t been easy since then, but now I’m going to try and pick up the slack. Now that’s not what this blog is going to be about however, I want to write about a pattern that we are using in […]
Components
I’ve been meaning to blog something for quite some time now, but I haven’t really had the time and when I had the time I was going through some personal stuff. Basically my wife left me right before Christmas, it hasn’t been easy since then, but now I’m going to try and pick up the slack. Now that’s not what this blog is going to be about however, I want to write about a pattern that we are using in […]
Yes post today
So, to recapitulate on yestrurday’s work, I fixed the issue of not being able to switch between animations. Now, i won’t say that i am fully able to differentiate all the different variables with “animation” and “current” in them but when creating the animation the first time i use this piece of code
void TurtleObject::AddAnimation(const std::string &name, AnimatedSprite *Sprite) { m_animations.insert(std::pair(name, Sprite)); if (m_sprite == nullptr) { m_sprite = Sprite; m_current_animation = Sprite; }}
And when changing animations i used this […]
Yes post today
So, to recapitulate on yestrurday’s work, I fixed the issue of not being able to switch between animations. Now, i won’t say that i am fully able to differentiate all the different variables with “animation” and “current” in them but when creating the animation the first time i use this piece of code
void TurtleObject::AddAnimation(const std::string &name, AnimatedSprite *Sprite) { m_animations.insert(std::pair(name, Sprite)); if (m_sprite == nullptr) { m_sprite = Sprite; m_current_animation = Sprite; }}
And when changing animations i used this […]
Programming assignment 2014-01-15
Today I implemented animations and sound control to the new updated, as I said yesterday there were some problems to make it work. But thanks to my teacher I got it working. I had to use something called casting to cast the animation to the sprite the player had initially.
For the music part; I added The option to lower the volume to a third of it’s previous volume. Don’t really know why I cant lower it more than once but […]
Programming assignment 2014-01-15
Today I implemented animations and sound control to the new updated, as I said yesterday there were some problems to make it work. But thanks to my teacher I got it working. I had to use something called casting to cast the animation to the sprite the player had initially.
For the music part; I added The option to lower the volume to a third of it’s previous volume. Don’t really know why I cant lower it more than once but […]
Game Programming I – Assignment day 21
More work on collision.
Moved overlap method to collider class, it checks box vs box collision.
Also made a overlap circle method that checks overlap between two circles.
Need to add the collision manager into this and make things happen when collision occurs rather than just a cout line.
I should also make an Entity manager that handles all the game objects.
Game Programming I – Assignment day 21
More work on collision.
Moved overlap method to collider class, it checks box vs box collision.
Also made a overlap circle method that checks overlap between two circles.
Need to add the collision manager into this and make things happen when collision occurs rather than just a cout line.
I should also make an Entity manager that handles all the game objects.
Day 19 (or rather night)
I worked half the night last night with adding different kinds of collisions. We already have a simple Box vs Box Collision. I moved the code that checked overlap between the boxes from the BoxCollider class to a function in the CollisionManager. I then added a CircleCollision class that holds one X-Y position and a radius.I also added two functions in the CollisionManager to for check of overlap between circle vs circle and box vs circle. With all in place, […]
Day 19 (or rather night)
I worked half the night last night with adding different kinds of collisions. We already have a simple Box vs Box Collision. I moved the code that checked overlap between the boxes from the BoxCollider class to a function in the CollisionManager. I then added a CircleCollision class that holds one X-Y position and a radius.I also added two functions in the CollisionManager to for check of overlap between circle vs circle and box vs circle. With all in place, […]
Game Programming I – day 20
Overhauled the collision manager.
Colliders are now memebers of their objects.
Need to fix the overlap function in the collider class.
But first I need some sleep.
Game Programming I – day 20
Overhauled the collision manager.
Colliders are now memebers of their objects.
Need to fix the overlap function in the collider class.
But first I need some sleep.
KreakOut #8 – Next time I’ll use MP5s
Our “Random Difficulty”-setting got a little less random with the introduction of a proper spawn for the ball, on top of the paddle where it belongs. It’s still pretty random at times, though.
So, except for the minor tweaks that we keep adding (this time it was things like lives, small ball-on-paddle change and some checks on when you win/lose), we also added support for sound! And this wasn’t an easy task, easily one of the more frustrating ones so far […]
KreakOut #8 – Next time I’ll use MP5s
Our “Random Difficulty”-setting got a little less random with the introduction of a proper spawn for the ball, on top of the paddle where it belongs. It’s still pretty random at times, though.
So, except for the minor tweaks that we keep adding (this time it was things like lives, small ball-on-paddle change and some checks on when you win/lose), we also added support for sound! And this wasn’t an easy task, easily one of the more frustrating ones so far […]