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ProgArk V2014 - Group no.13

Table-of-Contents:

#Project priorities [Back to top]

Non-implemented features

[Back to top] ###Key features: [Back to top]

  • Make adjustments in code to meet architectual description of our system.
    1. Are we doing proper MVC architecture?
      1. Board or BoardModel.java (does not exist in such a way it should) of Game should be it's own model class. The model should be edited through Controller, which right now happens to be MultiplayerGameState.java. Futher, I think we should avoid drawing BoardModel when there's no change. When a change is made, i.e. a crate is destoryed, the model should fireBoardChange which calls a function in MultiplayerGameState or SinglePlayerState which draws the board again.
    2. Peer-to-peer:
      1. There is not really much to it. We are already doing this.
    3. Server:
      1. We have a lot of work to be done when we are able to run different rounds.
      2. Currently, server does not assign colors to players connecting. Player figures are hard-coded. Reason: Java sockets give CorruptedSocketException because of trying to send over object before
  • Intro game screen: Graphics and all it's glory.
  • Seperation between Multiplayer and Singleplayer
    1. Singleplayer doesn't work.
    2. AI for singleplayer is not implemented.
  • New round for all players. Server assigning colors to players
    1. Detect end of game.
  • Stats in multiplayer and transistion between rounds.
    1. After detecting end of game. We should run a sequence of actions to restart everything to start a new clean round. Everything except player scores should be wiped.
  • Powerups
    1. Throw-implementation. Idea: If you try to place a bomb at a location which already contains bomb. Throw it if that player has picked up throw-powerup.
    2. Powerup graphics. Currently, just a placeholder image is given. Make static image placeholder for the various powerup-images in PowerUpType.java so save memory. Just like Brage did with BombImage.java.
  • Graphics:
    1. Enable magnitude range of bombs in UP, DOWN, LEFT, RIGHT directions after bomb impact. Image resources already available.
    2. Remove duplicate bears at startup and bears not controlled by anyone.

###Non-key features: [Back to top]

  • Tool-assisted-movements Hard to move in-game. Make it a little easier?
  • Bomb.java Images are loaded every time in each Bomb-objected created which is very resourceful. Try make a static variables with the animations for Bomb's lifespan?

Implemented features

[Back to top]

  • Powerups(Complete):
    1. Place additional bombs.
    2. Magnitude
    3. Increased player speed.
    4. Kick
    5. Throw

Buggy features

[Back to top]

  • Powerups:
    1. Kick: Does not work as intended.
    2. Movements: Hard to navigate through game. Especially when having high movement speed.
    3. Sometimes a powerup appears where no crate is destoryed.

Setting up ADT project

[Back to top]

File > New > Android Application Project
Application Name: BomberMan
Project Name:     BomberMan
Package Name:     bomberman.game

Finish project creation without editing anything standard.
Delete MainActivity.java in bomberman.game.

Install git bash. Go to BomberMan-folder and do commands written below.

Initial git commands.

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git clone https://github.com/johnolos/yolo-bear.git

Commit sequence

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git add --all "folder"
git add "path_to_file_and_filename"
git commit -m "Message for commit"
git push

After being used first time

[Back to top]

git pull
git push

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Programmeringsarkitektur våren 2014

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