Development of the Dyehard game library.
old-dyehard-todelete's Introduction
old-dyehard-todelete's People
old-dyehard-todelete's Issues
Add artwork (sprites)
Add back in a hero color trail
Dye particle/impact effects
New enemy movement pattern
Add walls between pipes
Partially complete. Still need to implement gaps to allow transition between gateways.
Read Design Document
Optimize Performance for MSFT demo
Add new Debris artwork when available
Implement Powerups
Implement Space Debris
Weapon Modifications
- Fire rate (2 versions)
- Limit how often can shoot
- Have an overheat meter
- Stun gun
- stun enemies for 2 seconds after hitting them
Implement Game-wide remove() methods
Hero collision timing
Fix hero collision timing bug.
Recycle star objects instead of destroying/remaking
Scoring system
Something really basic for now. See the design document.
Dye enemies with hero weapon
Add a User Code section
Potentially, the "User Code section" will be a class/interface that provides to the game the set of powerups and the set of enemies (that can then be randomly selected from when the game is generating powerups and enemies). This allows student users to inject in subtypes of powerups and enemies to be incorporated into the game.
This User Code section may, or may not be a subtype of the Game class... TBD.
This should be implemented after everything else is pretty much done.
Add momentum and gravity to hero.
Add deathwalls to Rainbow
Implement Preloading of Textures
Also, somewhat related, consider object "pools" which otherwise destroyed objects can be recycled into.
Convert object motion to use library velocity
Fix collision during high velocity hero movement
Power-ups
Implement 4 basic power-ups & associated power-up meters (no power-downs yet)
Implement Framework for Spaceship in Background
Crash!!!!!
Game crashes randomly. Heres the dump:
System.NullReferenceException was unhandled
HResult=-2147467261
Message=Object reference not set to an instance of an object.
Source=GTCS1Lib
StackTrace:
at XNACS1Lib.XNACS1LibDrawHelper.DrawAll()
at XNACS1Lib.XNACS1Base.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DoDraw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.OpenTKGameWindow.OnUpdateFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.OnUpdateFrame(FrameEventArgs e)
at OpenTK.GameWindow.OnUpdateFrameInternal(FrameEventArgs e)
at OpenTK.GameWindow.RaiseUpdateFrame(Stopwatch update_watch, Double& next_update, FrameEventArgs update_args)
at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at OpenTK.GameWindow.Run(Double updateRate)
at Microsoft.Xna.Framework.OpenTKGamePlatform.RunLoop()
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
at Microsoft.Xna.Framework.Game.Run()
at Dyehard.Program.Main(String[] args) in c:\Users\Charles\Documents\GitHub\Dyehard\DyeHard\Program.cs:line 12
at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args)
at System.AppDomain.nExecuteAssembly(RuntimeAssembly assembly, String[] args)
at System.Runtime.Hosting.ManifestRunner.Run(Boolean checkAptModel)
at System.Runtime.Hosting.ManifestRunner.ExecuteAsAssembly()
at System.Runtime.Hosting.ApplicationActivator.CreateInstance(ActivationContext activationContext, String[] activationCustomData)
at System.Runtime.Hosting.ApplicationActivator.CreateInstance(ActivationContext activationContext)
at System.Activator.CreateInstance(ActivationContext activationContext)
at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssemblyDebugInZone()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
InnerException:
Add Distance Traveled
I think this will need to be done with a square, with a label on it. I wonder if the square can have a transparent color...?
Multi-object collisions
Add hero gravity back
Add Enemies
Should be able to kill hero.
4/30/14 Small Changes Task List
- change game to 1080p
- smaller, more maze-like debris
- twice as many dye packs
- boundary at 5/6ths screen
Game Library documentation
Start filling out the Dyehard wiki.
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