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License: Apache License 2.0
And consider fix tower rotation towards the critter when being targeting after implementing the above.
Look to see if there's anything to do to finalize the application GUI
Purely aesthetic at this point?
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:
etc. etc.
SFML and include directories will be moved relative to the project path to simplify setup and compilation
Will push all changes to affect everyone's pull
Make recommendations on process and effort involved
Specific tools
No SFML related code in Critter classes
Make CritterGUI interface if necessary
No SFML related code in Tower classes
Make TowerGUI interface if necessary
In the window for typing map names, as you undo and redo the commands show up there as "uuuuuurrrrrr"
@Jeremy091 Maybe Jeremy has a quick fix?
Able to undo last action when creating a map
Able to redo an undo action when creating a map
Use Command pattern with a stack
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.
Remove the key binding entirely bc it interferes with the typing window for the map name
Jeremy, I need a system that checks if the current tile already holds a tower.
Does your 2d vector have an attribute like this? --btw this is for Mark, so reply to him (sorry)
Move sections of code out to helper classes
Simplify logic in GameStatePlay
See if State pattern is better than the current stack implementation, if so, refactor to use State pattern
Seeing if it's necessary to have an Abstract Factory
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)
Required for final Delivery :
Implementation of three different kinds of towers that are characterized by having different
special damage effects, e.g. splash, burning, freezing.
Can be done in MapEditor state as part of typing window?
No need to have player profiles... just set a string....
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