Browsing '2013': Students starting in 2013
Game Programming – Assignment day 22
More work on collision today.
Added HP to the parent class Entity, as well as methods that changed or displayed the hp.
Added if statements to change the HP on objects that collided.
Put the Foe object in a vector to make the code able to handle several objects of the foe class.
Added a HP check to the game loop that checks HP and deletes the objects that have no HP left, or rather HP zero.
Going to work some more on this later, […]
Game Programming – Assignment day 22
More work on collision today.
Added HP to the parent class Entity, as well as methods that changed or displayed the hp.
Added if statements to change the HP on objects that collided.
Put the Foe object in a vector to make the code able to handle several objects of the foe class.
Added a HP check to the game loop that checks HP and deletes the objects that have no HP left, or rather HP zero.
Going to work some more on this later, […]
Hitbox
Today we managed to get rid of the ghost hitbox on the left side of the player. And the ball now bounces of of the sides of the player as it should.
Hitbox
Today we managed to get rid of the ghost hitbox on the left side of the player. And the ball now bounces of of the sides of the player as it should.
Hitbox
Today we managed to get rid of the ghost hitbox on the left side of the player. And the ball now bounces of of the sides of the player as it should.
Hitbox
Today we managed to get rid of the ghost hitbox on the left side of the player. And the ball now bounces of of the sides of the player as it should.
DropManager
Today I reworked the drop system and added a DropManager which will manage the drop spawning.I made a textfile so that each powerup has a number(their chance) like this:
bigger_pad 1000smaller_pad 1000extra_life 200shield 500
and then I added everything up and that is 1000 + 1000 + 200 + 500 = 2700.And then I need to calculate a barrier for each drop.
then its like 500 / 2700 = shield barrierand 1000 / 2700 = bigger_pad and smaller_pad chance.
When I spawn a drop I randomize a […]
DropManager
Today I reworked the drop system and added a DropManager which will manage the drop spawning.I made a textfile so that each powerup has a number(their chance) like this:
bigger_pad 1000smaller_pad 1000extra_life 200shield 500
and then I added everything up and that is 1000 + 1000 + 200 + 500 = 2700.And then I need to calculate a barrier for each drop.
then its like 500 / 2700 = shield barrierand 1000 / 2700 = bigger_pad and smaller_pad chance.
When I spawn a drop I randomize a […]
Programming Project, day 26
I’ve gotten box vs box collision to work, and added objects that collide in the main menu screen. I’m having some problems moving them around, I guess I’m getting tired. I’ll break here for now and continue tomorrow.
Programming Project, day 26
I’ve gotten box vs box collision to work, and added objects that collide in the main menu screen. I’m having some problems moving them around, I guess I’m getting tired. I’ll break here for now and continue tomorrow.
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 […]
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 […]