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300 bytes added ,  02:52, 8 July 2009
New algorithm, and bug fixes
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| type        = arcade game
 
| type        = arcade game
 
| author      = [[User:steaky1212|steaky1212]], silus
 
| author      = [[User:steaky1212|steaky1212]], silus
| version    =  
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| 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.  
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*08July2009: Algorithm changed. Most urgent bugs fixed. Fighter collision outstanding.
    
== 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)
   −
*Algorithm - needs redoing (Might keep current one just for testing - as works on empty maps)
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*<s>Algorithm - needs redoing (Might keep current one just for testing - as works on empty maps)</s>
    
*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.
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=== v0.13 ===
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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.
    
== 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.
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* <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.
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* <s>New algorithm based on flood fill causes stack overflow. Might be able to overcome with mesh or different implimentation of same algorithm.</s>
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* No collision detection on fighters
    
==Thanks to==
 
==Thanks to==
79

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