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| | type = arcade game | | | type = arcade game |
| | author = [[User:steaky1212|steaky1212]], silus | | | author = [[User:steaky1212|steaky1212]], silus |
− | | version = | + | | version = 0.13 |
| | licence = | | | licence = |
| | download = http://code.google.com/p/liqwiidwars/downloads/list | | | download = http://code.google.com/p/liqwiidwars/downloads/list |
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| *05July2009: Now up to a team of three, as I asked a friend to help with the core programming, and Guy has agreed to do the music. Fighters are now implemented as a separate class. Also decided to use [[GRRLIB|GRRLIB]] for the GUI stuff, as probably make the graphics a lot easier to code. Current release has one fighter try and get to the cursor - havent done any error capture yet, so if your cursor is on the left border when the fighter gets to the cursor it will catch...oops. | | *05July2009: Now up to a team of three, as I asked a friend to help with the core programming, and Guy has agreed to do the music. Fighters are now implemented as a separate class. Also decided to use [[GRRLIB|GRRLIB]] for the GUI stuff, as probably make the graphics a lot easier to code. Current release has one fighter try and get to the cursor - havent done any error capture yet, so if your cursor is on the left border when the fighter gets to the cursor it will catch...oops. |
| + | |
| + | *08July2009: Algorithm changed. Most urgent bugs fixed. Fighter collision outstanding. |
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| == Still to Do == | | == Still to Do == |
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| *Maps - Load in a PNG and assign particular colour to the wall. (LiquidWar uses dark colour for wall, and light colour for path) | | *Maps - Load in a PNG and assign particular colour to the wall. (LiquidWar uses dark colour for wall, and light colour for path) |
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− | *Algorithm - needs redoing (Might keep current one just for testing - as works on empty maps) | + | *<s>Algorithm - needs redoing (Might keep current one just for testing - as works on empty maps)</s> |
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| *Mesh - for v2 | | *Mesh - for v2 |
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| === v0.12 === | | === v0.12 === |
| Same as before but "fighter" will move towards cursor. | | Same as before but "fighter" will move towards cursor. |
| + | |
| + | === v0.13 === |
| + | Algorithm now based around a queue based flood fill. This means fighters can go round walls. Other than that it is the same as before. |
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| == Known Bugs == | | == Known Bugs == |
| * <s>No error checking on gradient check, so will get array underflow and overflow. Fix in pipelines. </s> | | * <s>No error checking on gradient check, so will get array underflow and overflow. Fix in pipelines. </s> |
− | * Gradient not calculated for AI players, despite cursor being visable. Seems to think cursor in [0,0] position. | + | * <s>Gradient not calculated for AI players, despite cursor being visable. Seems to think cursor in [0,0] position.</s> |
− | * New algorithm based on flood fill causes stack overflow. Might be able to overcome with mesh or different implimentation of same algorithm. | + | * <s>New algorithm based on flood fill causes stack overflow. Might be able to overcome with mesh or different implimentation of same algorithm.</s> |
| + | * No collision detection on fighters |
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| ==Thanks to== | | ==Thanks to== |