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bethgrace5 avatar bsingenstrew avatar cdanner42 avatar tpascua11 avatar

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cdanner42 xynhcwg

game's Issues

Window scroll correctly

Currently, in getSpritePosition() in main.cpp, the position is related to pixels and therefore, moves with the camera. I needs to be related to the window frame instead. If you can think of another way to fix window scrolling, that would be fine too. It needs to keep the sprite in the center of the screen throughout the game with the exception of the very beginning and end of the level.

Enemy Sounds

I tested the game in a linux computer and it says the fmod_playsound
is not declared in this scope in brainS.cpp

Pointer Free Error

game(7652,0x7fff73d5b300) malloc:
*** error for object 0x7f81094291b0: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
Abort trap: 6

Level Basics: Physical Surfaces

  • Figure out a way to efficiently render multiple surfaces at once.
  • Issues that might be encountered include collision working with all surfaces, and adjustment of smooth window scrolling.

Game Restart Functionality

We need a function to cleanup existing enemies/powerups and reset them, so when a user ends the game, it can start new. Currently it does not start new each time.

AI - Boses

  • structured movement (I assume they will have a choreographed movement)
  • structured attack
  • appearance
  • capabilities based on level

Create Object.h file

  • Separate function prototypes and variable declarations of Object.cpp into a new Object.h file
  • don't forget: #ifndef OBJECT_H #define OBJECT_H at the beginning of the file, and #endif at the end.
  • I like this example: CPP Header File

Pick Up Object Function

So far, there are ideas for powerups and weapons that will be picked up by the sprite. This implementation needs to be taken care of.

  • Maybe start with an object that, when the main sprite collides with, disappears, and from there we can add visual indication that the object was picked up.

AI - Enemies

  • structured movement (I assume they will have a choreographed movement?)
  • structured attack
  • appearance
  • capabilities based on level

Implement Weaponry Use

  • Add some sort of variable to Object class that indicates level of health.
  • Implement shooting a weapon, and effects of bullets colliding with Object.
  • Provide different types of weapons to acquire.

Sprite and Ground should be part of 1 class.

They have the same values and functionality.
so instead of this..

Sprite sprite(50, 50, WINDOW_WIDTH/6, 700);
Ground ground_1( 300, 50, WINDOW_WIDTH/2, 200 );

This

Sprite sprite(50, 50, WINDOW_WIDTH/6, 700);
Sprite ground_1( 300, 50, WINDOW_WIDTH/2, 200 );

It may require changing some functions in main, but it will make things a bit easier.

Sound Effects and Music

We need to get ready to add sound effects and music. But,
even if we have these functions, we also need to get sound effects and music files.
Get as much sound files and music possible, so we can compare and choose the best possible ones.

Here's one place to get sound effects:
8 bit sound effect: http://www.bfxr.net/
- you can customize you own 8 bit sound effect
- also you can make music with this, but I don't know how

Respawn sprite when it dies.

When the sprite falls of the floor, or is killed by an enemy, it needs to respawn.

  • resawn the sprite
  • figure out where to place the resawned sprite: beginning of level, current position in level, previous checkpoint?

Falling Numbers in Background

Create the falling numbers in the background, similar to the rain forest in lab02. The numbers need to disappear before hitting any physical surfaces so they appear to be in the background.

Idea: They also may change colors as falling by relating the y-position to the color, depending on how hard this would be to implement.

Object Serialization. Saving and Loading.

When we make more objects in the code. We might end up with lots of...

43   Object Enemy1(50, 150, WINDOW_WIDTH/6, 700);
44   Object Enemy2( 300, 50, WINDOW_WIDTH/2, 200 );
45   Object Enemy3(400, 100, 50, 200);
46  etc...

We need a way to save and load these objects instead.

Create/Identify more "bare bones" Classes for game.

Most of the new classes will inherit from our existing object class, because they share similar properties. Also give input on whether some of the following classes are extraneous, and what classes are missing from the list.

  • Powerup class
  • Weapon class
  • Enemy class
  • Boss class
  • Health class
  • Background class

Bullets

implement bullets and shooting functionality

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