Descriptif.txt 1.4 KB

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  1. Jovian Hersemeule
  2. Why design TinyShooter
  3. Four main reasons :
  4. 1> Practise with CLion
  5. 2> Practise with Box2D an SDL2
  6. 3> Implement and test general classes to use them again in other projects
  7. 4> A shooter is pretty cool to design
  8. 1) A powerful editor with a powerless beginner.
  9. - Learn how to use useful shortcuts
  10. - Learn how to generate classes
  11. 2) and 3) Design classes to easily create games.
  12. - Rendering management : with Scopes systems in order to separate physics and drawing
  13. - Input management : use inheritance to swap controllers (mouse / gamepad)
  14. - Physics and game design : create a class which inherits from b2World,
  15. in order to manage the userData void pointer.
  16. 4) Make a playable game to experiment.
  17. ******************************************************
  18. Encountered problems :
  19. - Visuals are more relevant in Fixture than in Body userData.
  20. - I have to set a float scaling number to link BoxD length with pixel length. It is hard to determinate where this
  21. variable should be set : Renderer, GameCore, Controller ? Here I have chosen to set this variable in Soldier since
  22. this class hasn't a single instance and zoom can be different for each player in a split-screen mode.
  23. - I forgot to implement a system of event description (similar to Visual description) to separate event and order.
  24. - I have doubts about update-able and non-update-able entities. For example, walls can't move. However they can have a
  25. dynamic picture (like a gif).