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