Hello all, since the Frogger Challenge I have been hard at work doing some cleanup in my "engine" and adding a few features that were missing from the first challenge. Specifically, I was able to add add in a state machine as well as figured out how to use SFML for poller based input. I decided …
WOOOOO, last 3 days have been epic. I was able to add sound, a menu, a game over screen, and a score in 3 nights.
Here it is! Enjoy!
Update: Gogger.zip - Some bug fixes... already! Read more in JWColeman
I was able to use SFML to bring in my recording of my banjo. Seems to suit the goblin nicely. Unfortunately, the video recording is paying the price of the addition of sound (recording framerate is choppy, not quite sure how to fix). Everything works smoothly when it plays though, and here is th…
I've come to realize that I will not make the deadline unless I seriously crunch, so, enter game menu, witness the monstrosity - dies a little on the inside.
Everything is super basic, simple Boolean if else to determine if I'm in the menu, some conditions on the input to detect if I'm in th…
Wow, this last couple weeks has been quite a journey. As soon as I updated my map and added a water feature obstacle, I realized I had no obvious way built into my code to make it behave like it should for a frogger-esque type game. The water had to kill me, but, not if I was standing on a platf…
So, last night I jumped a giant hurdle in design with regards to triggering game events. The problem I faced was that I had two systems that were decoupled, Game and Physics, however, the goal was to generate a game event from a physics interaction, in this case, an AABB collision. This required…
I've spent the night shrinking the amount of code it takes to set up my map, goblin player, enemies, and triggers. Here is what I've come up with:
void Game::Initialize(HWND hWnd) { // initialize engine components! renderer = new Renderer(hWnd); physics = new Physics(); cam = rendere…