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jeremy-melnyk

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Implement tower targeting Strategy pattern

As described in Assignment 3, we need to implement different strategies for attacking critters when multiple critters come in range of a given tower

Some possible examples include:

  • attacking the critter closest to the end tile
  • attacking the critter closest to the tower itself
  • attacking the critter with the greatest HP left
  • attacking the critter with the lowest HP left
  • attacking the fastest critter

etc. etc.

jeremy's objectives for final version 1

  1. fix critter in wave count bug
  2. fix critter apply effect (on attack())
  3. remove tower manager loop in gamestateplay and replace with critter->notify() which
    calls towerObserver->canAttack(this) which handles all attacking logic
  4. move sf::text and health displays to gameObject and implement it in attack()
  5. finish GUI make it look nice
    6.capture player name in mapEditor prompts

Tower Upgrade System failing

When we press Key "U", the tower range grows but its not actually upgraded.
No points taken from player.
Growing range does not have a limit.

Implement Tower upgrade system using Decorator pattern

Use Decorator pattern
Able to upgrade towers by resetting attributes as well as adding special effects
Be able to access the next Tower upgrade to be shown in the GUI (could give each Tower a pointer to the next upgrade of the Tower -- like a linked list)

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