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game log.txt
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game log.txt
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Button class
locate libgdx drawing class for sprites and override it for centre drawing
create an overhead class for screen to hold skin and stuff cuz txtbutton constructor cannot
the override of the textbutton is working well
add a scale for the words later
Also override the input using ispressing and stuff
learn to use table
work with viewport to make game size proper
make a parent class for all screens to encompass all related things
Think about SmashRoyaleScreen class for holding everything including screen constants
Lots of oop issues : skin,screenW stuff ,repetitive code in screens; SmashRoyaleScreen is definitely needed
Tommoeow : selection screen,InputListener
understand oop rules
getters or protected
SO
working on character selection - some sort of menu for the character
characters go on bottom
display current character
tomorrow:
find map
shorten namespace somehow
start game
get other characters
learn more about abstract and whether fighter should be abstract
have a map class for the different number of lane maps
all choice at menu
Shaperenderer resize is messed up
isanimationfinished can be really useful for animations
viewport is messed up for the stage as well
Ask sirs opinion on try accept vs throws
maybe separate stage for name field because unfocused isn’t working
should the link be abandoned for just fighter
Have an enemy var that is type player;
replace it with bot||enemy from server
player will have:
elixir amount
troop placement cool down
what character they are
bot needs to have access to lane coordinates so it will be passed to it before the battle
I want the game so that p1 is the server
the enemy gets filled with either bot or another player
getPlayer()- the method name is the same as the class so what to do?
textures or texture atlas and just spritesheet
ask sir about the two lines of code that allow transparency
maybe create a Pygame sprite class?
give time for death tomorrow
more precise animation speed; each action should have it's own suitable speed
have an even higher level interface for weapons as well
Why is snapshot array used so prevalently in the libgdx things
what is parentAlpha for
death Action class that extends action would be useful;
Entity group can be used by characters and projectiles others need to be slightly extended
two things need a spawner; projectile and wave.
making the type of the class Actor does not work
Implement actual ui tomorrow
path node class
need to learn how to add pictures to skin.json file
add a progress bar for the time until end of round
add a little randomness at every turn
assetManager for txt files as well as the maps next
lots of text file making tommorrow.
freeze all towers idea- towers get frozen in frozen wasteland map
employed by stopping spawning
look at collide
making sure there is no stupid code
replace all magic numbers
json file done
change the way collide is checked in entity map
take projectiles and loop through and check if there are dudes in the circle. then proceed to check if in radius thing of projectile. then attack so that splash can be done with larger radius. a radius of 1 would naturally mean that only one enemy can be hurt at once thing
add the ability to touch a character or tower- after it has been placed i.e do we need levelling
name of single target tower
the tours need a homing boolean
levelling system where each level has a different projectile and different sprites
move all of the open tower ui to game ui
pause menu
money gain when enemy dies
option screen
game over screen with little high score ting
also choosing style
music
split the rest of the enemies
DONE