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Action menu with regular action design with rough pseudocode

Action Menu
Regular actions = 1 action

Drive
If Drive is chosen then check Location for LocationConnectsto:
• display connected locations menu, (or if we have time in the future just have the connected location glow and activate their hotspots using drop and drag functionality)
• user input selects the connected city and player/pawn moves to the new Location, when this.Location registers the player/pawn in it’s occupied zone turnActionCount –
• if turnActionCount == 0 then startDrawPhase else display ActionMenu GUI for Currentplayer

Direct Flight
If Currentplayer’s Hand contains PlayerCard then DirectFlight submenu displays “Choose Flight Destination” and has buttons for each PlayerCardLocation
Direct Flight Submenu has three choices /buttons
“yes” , “no” “return to Action Menu
• On Mouseclick the GUI will prompt the Currentplayer “ You have chosen (this.PlayerCardLocation), are you sure you’d like to fly there?”
• If mouseClick = “yes” then player/pawn moves to the new Location, when this.Location registers the player/pawn in it’s occupied zone this.PlayerCard is moved from PlayerHand to PlayerCardDiscardDeck
• turnActionCount –
• if turnActionCount == 0 then startDrawPhase else display ActionMenu GUI for Currentplayer
else
• If mouseClick = “return to Action Menu” Display Action Menu, exit Direct Flight submenu
• If mouseClick = “no” reset DirectFlight Submenu

Charter Flight
If Currentplayer’s Hand contains PlayerCard == this.Location then display CharterFlight menu
CharterFlight submenu displays “Choose Flight Destination” and has buttons for all Locations
CharterFlight Submenu has three choices /buttons
“yes” , “no” “return to Action Menu”
• On Mouseclick the GUI will prompt the Currentplayer “ You have chosen (this.Location), are you sure you’d like to fly there?”
• If mouseClick = “yes” then player/pawn moves to the new Location, when this.Location registers the player/pawn in it’s occupied zone this.PlayerCard is moved from PlayerHand to PlayerCardDiscardDeck
• turnActionCount –
• if turnActionCount == 0 then startDrawPhase
else
• If mouseClick = “return to Action Menu” Display Action Menu, exit Charter Flight submenu
If mouseClick = “no” reset CharterFlight Submenu

Shuttle Flight
If Currentplayer’s Location contains Reasearch Station == this.Location then display ShuttleFlight menu
Shuttle Flight submenu displays “Choose Flight Destination” and has buttons for all Locations that contain research stations – this.Location
ShuttleFlight Submenu has three choices /buttons
“yes” , “no” “return to Action Menu”
• On Mouseclick the GUI will prompt the Currentplayer “ You have chosen (this.Location), are you sure you’d like to fly there?”
• If mouseClick = “yes” then player/pawn moves to the new Location, when this.Location registers the player/pawn in it’s occupied zone then turnActionCount –
• if turnActionCount == 0 then startDrawPhase else display ActionMenu GUI for Currentplayer
else

  1. If mouseClick = “return to Action Menu” Display Action Menu, exit Charter Flight submenu
    If mouseClick = “no” reset ShuttleFlight Submenu

Pass
On MouseClick the passbutton will check turnActionCount if turnActionCount != 0 then GUI Prompt – are you sure you would still like to pass your turn you still have (turnActionCount) actions left y/n?)
• If mouseClick = “yes” then startDrawPhase else display ActionMenu GUI for Currentplayer

Testing Branch Update

Can somebody more versed in git make sure the most up to date code is in the testing branch. I would appreciate it. Thanks.

Treat Disease with Rough psuedocode

Treat Disease

Treat Disease
• If player/pawn role == Medic then SpecialAbility is this.SpecialAction
• and GUI Special Actions Menu puts “Treat Disease” button on top in “Special Ability” button field
• and resorts the other buttons into the “Special Action” buttons
• If Medic && mousclicked Treat Disease Button Location diseaseCubes = 0
• Add previous location diseaseCube count back to diseasecube count

Else
• If Player/pawn role != Medic &&
• If Currentplayer’s Location contains diseaseCube == 0
• location then display inactive “Discover A Cure” button
• If Currentplayer’s Location contains diseaseCube >0 then display clickable “Discover A Cure” button

Special Action user prompt to select diseasecube for treatDisease “Please select the disease you would like to treat”
/buttons “yes” , “no” “return to Action Menu”
• Location contains diseaseCube – this.diseasecube
• Update location
• On Mouseclick the GUI will prompt the Currentplayer “ You have treated Disease (X) !”
• Update Board state
• this.Location registers to the eradicationCount() && checks to confirm Currentplayer location then update board state and turnActionCount - -
• if turnActionCount == 0 then startDrawPhase else display ActionMenu GUI for Currentplayer

Testing Branch

I'm still having issues getting NetBeans to recognize master and experimental as NetBeans Projects. As a work around, so I could at least work on the code I copied everything to the Testing Branch.

This is where I'm going to do all my commenting and testing, just wanted to give everyone a heads up.

Also I moved everything into packages to make it easier to visualize and work on.

Discover a cure with rough pseudocode

OK I reference an eradication process count but for this project it's a nice-to-have

Discover A Cure
Cure Disease
• If player/pawn role == ResearchScientist then SpecialAbility is this.SpecialAction
• Where playercards.(disease(x)Color ==locationColor) = 4
• and GUI Special Actions Menu puts “Discover A Cure” button on top in “Special Ability” button field
• and resorts the other buttons into the “Special Action” buttons
Else
• If Player/pawn role != ResearchScientist &&
• If Currentplayer’s Location contains Research Station == false || Currentplayer’s Hand doesn’t not contain playercards. Where playercards.(disease(x)Color ==locationColor) != 5
• == Currentplayer’s location then display inactive “Discover A Cure” button
• If Currentplayer’s Location contains Research Station == true && Currentplayer’s Hand contain playercards Where playercards.(disease(x)Color ==locationColor) = 5, then display clickable “Discover A Cure” button

Special Action user prompt after has three choices /buttons
“yes” , “no” “return to Action Menu”
• On Mouseclick the GUI will prompt the Currentplayer “ You have cured Disease (X) !”
• If Disease(X) = cured then all Infect & outbreak methods addDisease(X)Cubes +0/
• this.Location registers to the eradicationCount() && checks to confirm Currentplayer location then update board state and turnActionCount - -
• if turnActionCount == 0 then startDrawPhase else display ActionMenu GUI for Currentplayer

Location Outbreak Behavior

Currently locations are set up to be able to outbreak only once per turn, but my interpretation of the rules is they can outbreak more than once per turn just only once per reaction. I'd prefer if the testing could be done in the location itself. Although if that is not possible we may have to have it done in the infection cards. Either way it probably shouldn't happen in board, unless I'm missing something.

Deadline Modification - Deadline sat midnight/DDS sun midnight

Bruce lost all of yesterday through no fault of his own, but Sunday at midnight is a bit close to the wire for Kendall,

I will post the Use Case Narrative and a zip of our current testing branch to the Discussion Board today with the fact that we are going with the extension, I would like to aim for us to submit by Saturday at midnight which will give us 24 hours to troublshoot anything that doesn't work.

I know we have team members that are not really free until tomorrow so that seems like the most solid plan - also I started the graphic base for the storyboard in the Dropbox

Submission Process with Blackboard down

Hi Kendall, we're plugging along but Blackboard has erased your class from us accessing it - I assume it was on a timer like last year.

I posted a zip file with our project and a sample of our documentation on Thursday as a snapshot of "where we are now" on the Discussion board with the intent of using the time we needed and submitting through blackboard when we were ready for the jing video ( hopefully sometime tonight or relatively early tomorrow.)

What we will be doing is posting a folder in the shared DropBox labeled "Final for Kendall", and zipping up everything code, netbeans project, Design Document, jing videos and emailing you a copy using this email. Of course the GitHub is public so you will also have that.

The only thing we don't have is the team evaluation forms because we were going to download them after the video portion. If you could reply with an attached copy that would be great.

If we don't manage to hear back by the time we do the video portion, I will find one that meets your description and distribute that to the team where they can each email you individually. So BlackBoard being down won't stop us from meeting the requirements as written but we did want to give you a heads up that we can't submit through BlackBoard.

Also as a "just in case" I'll be submitting a word doc that is just the code for all the code as part of the documentation. Because I'm all about strategic risk reduction.

Regards
Adrienne Reynolds
Team Board Game

Kendall's repsonse

From: Kendall Martin [email protected]
Date: December 17, 2011 6:16:48 PM EST
To: Adrienne Reynolds Ward [email protected]
Subject: Re: BlackBoard Submission is down CS112online

Plan sounds fine- go ahead abd submit as you're talking about here.

Gui Questions

Do we have a gui? Do we have plans for a gui? I can start on one since I am off work on friday.
If you need help with the gui i can do that then too.

CIS 112 class

Did the class disappear from blackboard for anyone else?

build a research station special action rough psuedo code

Special Actions
Build Research Station
• If player/pawn role == OperationsExpert then SpecialAbility is this.SpecialAction
• Where turnActionCost = 0
• and GUI Special Actions Menu puts “Build Research Station” button on top in “Special Ability” button field
• and resorts the other buttons into the “Special Action” buttons
Else
• If Player/pawn role != OperationsExpert &&
• If Currentplayer’s Location contains Research Station == true || Currentplayer’s Hand doesn’t not contain playercard == Currentplayer’s location then display inactive “Build Research Station” button
• If Currentplayer’s Location contains Research Station == false && then display clickable “Build Research Station” button

Special Action user prompt after has three choices /buttons
“yes” , “no” “return to Action Menu”
• On Mouseclick the GUI will prompt the Currentplayer “ You have chosen (this.Location), are you sure you’d like to build a research station here?”
• If mouseClick = “yes” then player/pawn inserts ResearchStation to the new Location, when this.Location registers the ReasearchStation in it’s occupied zone && checks to confirm Currentplayer location then update board state and turnActionCount - -
• if turnActionCount == 0 then startDrawPhase else display ActionMenu GUI for Currentplayer

Documentation

Everything in the default package, Cards package, Player package, and Roles package needs commented.

Branches reversed

Somehow I added the ResearchStation classes in my DiseaseTest Branch and the Diseases classes into my ResearchStation branch. Everything is commented and tested, just in the wrong place.

Testing

Everything in the default package, Cards package, Player package, and Roles package needs tested.

Infect parameter on Epidemic

Upon reviewing the rules self for increasing the infection rate I think the rule of " drawing from the bottom" of the draw pile when the infection is caused by an epidemic is irrelevant in the computer game and would like to suggest that it just draw from the pile with a constraint of "if the location has not been infected before" for epidemic triggered infects.

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