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129 bytes added ,  22:35, 29 June 2009
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| version    =  
 
| version    =  
 
| licence    =  
 
| licence    =  
| download    =  
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| download    = http://code.google.com/p/liqwiidwars/downloads/list
 
| website    =  
 
| website    =  
 
| discussion  =  
 
| discussion  =  
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== About ==
 
== About ==
Using the Liquid Wars 5 algorithm as a basis for a Wii rewrite - a port would probabily take the same amount of time as the code is messy and bloated. I might even look at changing the algorithm if anyone can suggest a better one.
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Using the Liquid Wars 5 algorithm as a basis for a Wii rewrite - a port would probably take the same amount of time as the code is messy and bloated.  
    
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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|-
 
|-
 
|  {{WiimoteAim}}  || Move Cursor
 
|  {{WiimoteAim}}  || Move Cursor
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  −
| {{Wiimote1Button}}+{{Wiimote2Button}} || See Gradient
   
|-
 
|-
 
| {{WiimoteHomeButton}} || Exit to HBC
 
| {{WiimoteHomeButton}} || Exit to HBC
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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.
 
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.
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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It basically comes down to (pseudo) grid[player,x,y] = abs(wiimote(player).ir.x - x) + abs(wiimote(player).ir.y - y).
 
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.  
 
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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Menu - not even thought about yet
 
Menu - not even thought about yet
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== Versions Released ==
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=== v0.1 ===
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Supports 4 wiimotes.
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Paints red squares where the wiimotes pointing at.
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Gradient is calculated for each wiimote. The value for C1's gradient can be see by "looking" with C2.
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== External Links ==
 
== External Links ==
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