Aeona

Aeona

Tuesday, February 28, 2012

Work done on Player and Enemy classes and more collision bugs...

Today I spent most of my time finishing the new Player and Enemy classes. I moved the basic AI code we had in Enemy to the actual AI class that needs to handle that, so that it works in a more modular way and it's easier to create new AI states and have them being used by CEnemy. I've spent most of my time on the last days working on stuff that is not really related to my user stories, and at the same time that this makes me feel like I'm not being too productive, I'm glad I could make our build much more solid, clean and modular for everybody to work on. The Player class is now set up to hold Weapons, Masks and Heart Pieces and to cycle through them. All characters hold a pointer to the AI Base State and have a Change State function that will make it easier for the AI to be used later. I could get rid completely of the old TestPlayer class we were using.

After readjusting the whole hierarchy, I finally tried to add the collision code to all of them. I added it to Base Object's Update method, so all objects in the game would be colliding with the world no matter what. I got really happy when I saw it working, but unfortunately I still have the bug related to the objects getting stuck when the animation collision rectangles change. I hope I can figure that out tomorrow with more help during our lab.

Other than that, I changed a little bit my user stories and test cases after receiving feedback from our Associate Producer Robert.

I really don't need to touch anything else on the code that is not related to my user stories right now, so even though I'm sad cause I didn't work too much on them during this weekend, I'm confident it'll be way easier for me and my teammates to work on those user stories since the project is way better organized in general.

Goals for tomorrow: Fix collision bugs, make my Tile Editor save correctly using relative file paths, start working on NPC class.

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