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Wooh

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  1.   But that could be a good thing. If people say it's wrong I can always fix it.
  2. Instead of having a game state for each stage you could have a game/play state that contains Ryu and the current stage (which is no longer a game state). Then you can easily switch stage without loosing your Ryu object, and he will not appear in the other game states.
  3. I will try to get the apostrophes right. I promise. I know the difference between "it's" and "its" but it's an easy mistake to make. Both sound the same and it seems logical (if you don't think about other pronouns) to put 's after "it" to form the possessive form because that's how you do it with nouns. What really confuses me is when you have nouns ending with s, in plural and in possessive form. So now you have got me thinking (worried) about how I should write my contractions. Should I just go by feel or is there something I should think about?. I often use the contractions for "is" and "not", a bit less often with "are", sometimes with "will" and almost never with "has" and "have". I feel that contractions suit best at the start of sentences. In the middle of sentences I'm not always sure.
  4. Do people have strong feeling about it? If I use "whom" (assuming I do it correctly) will people react? If I don't use "whom" at all will people react? Or do people in general not care? Bregma mentioned "tweed jackets" and it's things like that that makes me unsure because it seems like some people think of "whom" as snobbish, but maybe that's only in speech? I think I will use "whom" because it seems to be the more correct way of doing it. If I change my mind later I can always do an automated find & replace all "whom" with "who".
  5. What is your opinion about using "whom" in games? Should it be used or should "who" be used everywhere? I'm asking because I'm not a native speaker and I try to follow the grammar rules as much as possible, but the use of "whom" doesn't always sound right to me and it seems like many native speakers don't even use it.
  6. To rule out you have not put the file in the wrong directory you could test passing the full path of the file to Mix_LoadMUS.
  7. I know there are many ways you can do these things but if I decided to do a pacman game I would have made much more use of the fact that it's a tile-based game. The way I see it pacman's movement is from the center of one tile to the center of another tile. Each time pacman reach the center of a tile I would check to see if it is possible to start move pacman in the new direction. If not, then continue in the current direction if possible.   if center of tile has been reached if can move in new direction start move in new direction else if can move in current direction continue moving in current direction else stop Note that when you check to see if it is possible to move from one tile to the next you don't need to do full-blown collision detection. If you know the coordinates of the tile you're on you can easily calculate the coordinates of the next tile and check what type it is (walkable or not).
  8. You destroy the texture in the nivel constructor but the texture is still used by the tile objects that you created.
  9. What happens if you remove the calls to SDL_SetWindowSize and SDL_RestoreWindow?
  10. Shouldn't you also assign values to enemybox.w and enemybox.h?
  11. If the damage was always the same a slight improvement in damage might not give you any advantages against a particular type of enemy. If an enemy has 15 HP and you have a weapon that do exactly 5 in damage it would always take 3 hits to kill it. If you get hold of a weapon that do 6 damage you still need 3 hits to kill the enemy. A damage of 7 also makes no difference. You would need a weapon that do 8 damage before you could kill the same enemy with less hits. 5 damage: 15 -> 10 -> 5 -> 0 (3 hits) 6 damage: 15 -> 9 -> 3 -> 0 (3 hits) 7 damage: 15 -> 8 -> 1 -> 0 (3 hits) 8 damage: 15 -> 7 -> 0 (2 hits) With a range it doesn't always take the same amount of hits to kill the enemy but if your weapon is slightly better it increases your chances of killing it in less number of hits. 4-6 damage: 4 hits: 37% , 3 hits: 63% 5-7 damage: 4 hits: 0% , 3 hits: 100% 6-8 damage: 4 hits: 0% , 3 hits: 67% , 2 hits: 33% 7-9 damage: 4 hits: 0% , 3 hits: 11% , 2 hits: 89%
  12. Make sure to flush the cout stream object to make sure that you can see what has been written.   std::cout << "Mouse is in quit button!" << std::flush; If you use std::endl you don't need to use std::flush because it will flush automatically. I think the real problem is that you return at the end of the loop in checkEvent.
  13. I have been under the impression that turning on and off the sound without any kind of fading is likely to cause clicking/cracking noise. Now when I tested it I don't have this problem. I guess I could have drawn the wrong conclusion the first time, it was many years ago and the noise could have been caused by something else. I just want to be sure. Is turning the sound on and off from one sample to the next not going to cause any noise? If I have a sound mute button in the game what is most recommended? Should I have at least some fading? How much? 5 ms? 10? 50? If I have too much the button will feel unresponsive.
  14. Maybe you could make the menu items move up and down, rotate and dance to the music. You probably shouldn't make them move too much because you probably don't want the menu to turn into a game where you have to concentrate to click the correct ones. Maybe the selected item could move less, or you could make sure that if the mouse is hovering the item it will dance in a way keeps the pointer approximately in the middle of the item.