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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Mon Apr 10, 2006 1:45 pm Post subject: |
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Quote: | Either I edited your post by mistake, or a PHPBB bug caused your my post to override your post. Sorry. For some reason the post I gave below over rode this post. ~ |
Wierd!
Quote: | No, the interface will stay the same like s1.collide(s2) |
Ahhh, OK, I did like that better
Quote: | Ok, but I will also need collision type and for perpix frame I will need the number of static rotation frames to create per degree. |
Yes yes, you are right.
Quote: | I was planning on having an Animation class with a dynamic array of frames, the basis of which is already in Arc. |
Oh OK OK, I'm not needing Animation (at least initially) in my game, so maybe later I'll see what you cook up -- it was a suggestion.
Quote: | I was then planning on having a Creature class with a dynamic array of animations, and which would have more game specific code such as 'c.goto(x,y)' |
OK... depending on how you implement it, it might be too specific and people won't be able to use it, but if someone finds it helpful, and the rest can ignore/version it out -- its cool with me |
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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Mon Apr 10, 2006 1:58 pm Post subject: |
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I'm going to start playing around with directories soon, and this is the final directory structure planned for v.1 so far.
http://www.dsource.org/projects/warbots/browser/web/arc.png
If this is good then I will commence with v.1, which might hopefully be done in the future. |
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Phr00t
Joined: 03 Mar 2006 Posts: 203
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Posted: Mon Apr 10, 2006 2:24 pm Post subject: |
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OK, looks good.
Now.. if I do an SVN update of my ARC directory, I will have to change my boxframe's to Sprites and whatnot, but is the functionality there (at least what was implemented in boxframe) so I can continue working on my game? |
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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Mon Apr 10, 2006 3:34 pm Post subject: |
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Phr00t wrote: | OK, looks good.
Now.. if I do an SVN update of my ARC directory, I will have to change my boxframe's to Sprites and whatnot, but is the functionality there (at least what was implemented in boxframe) so I can continue working on my game? |
Here's my plan to get to v0.1 ...
#1) rename existing directories to stabalize and match what I have outlined in the above .png file. Once this is done, the directory structures should be stable until v0.1 is complete. I'm also thinking of moving the creature class into the gfx module.
#2) need to move collision code to arc.phy.collision and write the Sprite class. Once the sprite class is done and tested with all collisions only then would I recommend you to use it.
#3) Fill in code for Animation and Creature class, plus TileMap and Parallax class, and whatever else needs to be complete.
#4) Update docs
#5) branch version 0.1 in a different trunk, have some download files, update pong, make a space game, announce on digitalmars newsgroup, announce on dsource, and party!
While your waiting, I suggest you start planning your game top down design style with freemind! http://freemind.sourceforge.net/wiki/index.php/Main_Page . Unless of course you have all the design details planned out already.
[edit] Started new forum topic as this one was getting large and off topic. New topic can be found here: http://www.dsource.org/forums/viewtopic.php?p=8773#8773 |
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