sopra18-07 / singularity Goto Github PK
View Code? Open in Web Editor NEWA game being created as part of our university study plan. Look forward to it!
License: GNU General Public License v3.0
A game being created as part of our university study plan. Look forward to it!
License: GNU General Public License v3.0
Create a spritesheet of textures for the following resources:
Water, Sand, Oil, Stone, Metal, Concrete, Silicon, Plastic, Fuel, Copper, Steel, Chips
Derive the IResource interace and implement all the other resources except 'Stone' as described by the Architecture
A map should be somehow internally be represented and shown
The map consists of three layers: the Terrain Map, the Resource Map, and the Collision Map.
The Terrain Map is an object that can load specific textures - might also be a single picture right now.
Implemented should be:
There should be Windows of sorts available (with default sizes is ok), that can be moved around, as well as some WindowItems as specified from the Architecture.
Additionally, the Event Log should exist (can be moved around, and new Event messages can be sent to it - the story manager will do that later on).
The Event log behaves as if it's several labels with the content moving upwards, the newest being at the bottom.
Specify exactly how A* is using the Collision map and is doing the path planning, specifically how the military units are interacting with the PathManager and the MilitaryManager. Look into how Jump point search would improve stuff.
requires #164
Create objects for specialized platforms according to architecture
When finished, the following platform-types should exist:
requires #9, requires #72, requires #73, requires #74, requires #75, requires #76, requires #82, requires #83, requires #84, requires #85, requires #86, requires #87, requires #88, requires #89
Methods:
Update(GameTime):
Draw():
AddScreen(IScreen):
RemoveScreen(IScreen):
Member-variables:
Stack mScreenStack
Create new Visual Studio C# Windows XNA Project and directly upload it
add them to the wiki, and add some explanations to it as well :)
List keyListeners
List mouseListeners
add/removeMouseListener(IMouseListener)
add/removeKeyListener(IMouseListener)
Update(GameTime)
The Input manager has two Lists to manage. Every Object that is waiting for a MouseEvent, can be put into the MouseListener List(add/remove ...Listener method), and the same with KeyListeners. Depending on what input he gets (f. ex. someone presses the left mouseclick), he has to create the corresponding Event (see Classes KeyEvent, MouseEvent) and evoke the methods of the interfaces IKeyListener or IMouseListener (in the example it would be mousePressed(MouseEvent)) for every object in the corresponding List.
@Ativelox könntest du noch mal mehr Kommentare für den Screenmanager machen? Also ja es ist klar was der Code jeweils tut, aber nur nachdem wir in der VL saßen. Beschreib doch jeweils warum was vererbt wird und was der Gedanke dahinter war :)
Communicating with the resource map to look for Well-Based Resources underneath and getting them up. - no wait that's for the PlatformAction to handle .... so it's actually just a blank platform with a special texture?
Communicating with the resource map to look for Mine-Based Resources underneath and getting them up. - no wait that's for the PlatformAction to handle .... so it's actually just a blank platform with a special texture?
Add the functionality as described by the Architecture.
Create Example-Resource Object 'Stone' deriving the interface.
Create the GameScreen to further ease the showcasing of features and to establish the basis of the game.
Communicating with the resource map to look for Quarry-Based Resources underneath and getting them up. - no wait that's for the PlatformAction to handle .... so it's actually just a blank platform with a special texture?
IKeyListener:
KeyTyped(KeyEvent)
KeyReleased(KeyEvent)
KeyPressed(KeyEvent)
IMouseListener:
MousePressed(MouseEvent)
MouseReleased(MouseEvent)
testing this :)
Draw()
Update(GameTime)
bool UpdateLower()
bool DrawLower()
Sollte beinhalten:
'Spiel Starten'-Button der zur map übergeht sollte diese vorhanden sein
(depends upon #6)
Create slides
think about what we want to present our game, what we already can present, maybe include some screenshots from Achikaps or sth, some concept arts or whatever.
Abstract interface. Names are subject to change.
methods:
attributes:
Update the goTo(coordinates) function so that the internal path is not just a straight line, but the first 2 points of an A*, and regularly gets updated (every 2 seconds or so). Use the passability map for pathfinding, and allow getting close to structures (which tiles would have been unpassable).
requires #77
find some cool background open source music, add it to the github and let it play continuously as soon as the program is started
methods:
attributes:
(as specified in the Architecture)
if the mouse if being moved while clicked, the map should follow the movement
requires #6
The Junkyard (~Schrottplatz) is supposed to get all the trash and burning it, for them not to get crammed (deleting those resources every now and then).
Start creation of the different map textures. Textures should be the size of the maximum size of the map or tile-able in a way that doesn't look like it is tiled. Textures should include:
extend the .travis.yml so that before building, the ReSharper is being run with the SoPra configuration, and the build fails if the ReSharper finds errors.
upload textures to textures/ on github:
blank platform
specialized platform
implement the PlatformActions Interface and implement the BuildBlueprint PlatformAction as specified.
Also implement the PlatformActions for Extracting resources - generalized or specialized?
Camera should be moving in the representing direction of 'WASD', or moving of a clicked mouse
depends upon #6
Create a UML
Specify Interfaces, Classes, relevant member variables, no internal or helper stuff, hierarchies, instanciations, control flow
with detailled descriptions if necessary
click to select unit
continued movement when right click
click to select
Change the initial code base in such a way that there are no more ReSharper issues.
Inherits from Unit Interface, additionally:
attributes:
methods:
Methods:
Create the textures for the buttons and interface in the start menu
Add a Buildserver, and a travis.yaml for automatically building projects with Tracis CI
KeyEvent:
Keys[] getKeys()
Create Enumeration for MouseButtonstates (called EMouseButton).
MouseType:
EMouseButton getMouseButton()
Vector2 getPosition()
derives the Unit Inferface. Additionally:
attributes:
methods:
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