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1,082 bytes added ,  17:32, 29 June 2009
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I know the name is groan-worthy, but I figured if you can fit wii in the title somewhere why wouldn't you.
 
I know the name is groan-worthy, but I figured if you can fit wii in the title somewhere why wouldn't you.
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== Controls ==
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===In game===
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{| class="wikitable" style="left;text-align:center;"
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|-
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! {{Wiimote}} !! Action
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|-
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|  {{WiimoteAim}}  || Move Cursor
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|-
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| {{Wiimote1Button}}+{{Wiimote2Button}} || See Gradient
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|-
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| {{WiimoteHomeButton}} || Exit to HBC
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|}
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== Progress ==
 
== Progress ==
 
I figured people might want to know how far along I am, but you have to bear in mind I have a full time job, and 2 young kids so it wont be the quickest development.
 
I figured people might want to know how far along I am, but you have to bear in mind I have a full time job, and 2 young kids so it wont be the quickest development.
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24June2009: Started design. Got core algorithm - not tested it yet. Tracking IR position of 2 wiimotes (would be 4 but I only own 2, the code supports 4 - If anyone wants to donate a wiimote then feel free).  
 
24June2009: Started design. Got core algorithm - not tested it yet. Tracking IR position of 2 wiimotes (would be 4 but I only own 2, the code supports 4 - If anyone wants to donate a wiimote then feel free).  
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26June2009: Got 2 dots painted on the screen where my 2 wiimotes point to. Added a basic timer so that I can track how many cycles my while(1) loop has done. Can now perform algorithm every X cycles. I am considering writing it all from scratch now, as modifying the algorithm would seem too much like a bodge - like the rest of my code.  
 
26June2009: Got 2 dots painted on the screen where my 2 wiimotes point to. Added a basic timer so that I can track how many cycles my while(1) loop has done. Can now perform algorithm every X cycles. I am considering writing it all from scratch now, as modifying the algorithm would seem too much like a bodge - like the rest of my code.  
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29June2009: Been speaking with Christian Mauduit, the guy responsible for the latest version of LiquidWars. Helped clear a few things up. Currently, LiqwiidWars takes the 4 IR positions and -using 2 for loops- will create a "potential" for the armies.
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It basically comes down to (psuedo) grid[player,x,y] = abs(wiimote(player).ir.x - x) + abs(wiimote(player).ir.y - y).
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This ignores the "mesh" optimisation that might go in at a later date. All the "fighters" need to to is move to an area of equal or lower potential if they can. This algorithm is not affected by number of players or size of army - just size of map.
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== Still to Do ==  
 
== Still to Do ==  
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Maps
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Maps - Load in a PNG and assign particular colour to the wall outline?
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Algorithm - nearly done
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Algorithm
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Mesh - for v2
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Army population
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Army population - just add up fighters?
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Music
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Music - maybe play mp3's that are held in certain directory?
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Menu
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Menu - not even thought about yet
    
== External Links ==
 
== External Links ==
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