Game!!
WHO: Eli
WHAT: Writing most of level.h and level.c, along with various convenience changes to other files.
BUGS: Didn't test -> no bugs
RESOURCES USED: None
WHO: Eli and Ryan
WHAT: Fixing up level.h, adding reading bodies from files
BUGS: Some file access errors
RESOURCES USED: TAs on discord
WHO: Eddie
WHAT: Added background graphics that don't require or interact with bodies
BUGS: None
RESOURCES USED: None
WHO: Jack
WHAT: Mouse Control, Firing with Mouse
BUGS: Mouse Handler
RESOURCES USED: Internet
WHO: Jack
WHAT: Mouse control to direct the ship to fire in a certain direction.
BUGS: Trouble figuring out geometry to get the correct angles with the mouse moving different directions.
RESOURCES USED: Help from Eddie later, internet.
WHO: Eddie
WHAT: Trying to fix mouse control for rotation of the ship upon click
BUGS: Since arc trig functions are pi periodic, I can't mfigure out the right piecewise relations to turn the right direction
RESOURCES USED: Lots of Desmos
WHO: Eddie and Jack
WHAT: Fixing the mouse control bug with arctrig
BUGS: None
RESOURCES USED: Demos graphing calculator
WHO: Ryan
WHAT: Was figuring out how to pull data from .dat files to create the graphic and level design. Created asteroid init functions.
BUGS: Out of order code.
RESOURCES USED: Edward Speer.
WHO: Jack and Eddie
WHAT: Created a struct for different weapons that create different projectile types with different force creators for the game, and making body be represented by a list of polygons instead of one polygon
BUGS: The struct we made for storing weapons as colors didn't process through scene correctly because we were passing in a single pointer instead of a pointer to a pointer
RESOURCES USED: None
WHO: Ryan
WHAT: Used Eddie's struct implementation to create sprites so that the asteroids can have dimples to add more detail to the level design.
BUGS: Out of order code.
RESOURCES USED: Edward Speer.
WHO: Edward
WHAT: Designed and added the weapons to be used by the ship in the game
BUGS: None
RESOURCES USED: None
WHO: Edward
WHAT: Began building demo for actual game in order to set up for win/loss conditions to be added
BUGS: There are very strange memory issues happening with level_t
RESOURCES USED: sdl documentation for key handling
WHO: Eli
WHAT: Implemented basic level of AI shot aiming in space invader demo (it is now very hard to win).
BUGS: Lots of rotation alignment things were weird, because I'm bad at geometry.
RESOURCES USED: None.
WHO: Ryan
WHAT: Created the borders for the demo and added force collisions to the walls and dynamic objects. Started working on level 2 design and finished up level design 1 with the new XMAX and YMAX ranges.
BUGS: Out of order code.
RESOURCES USED: Edward Speer.
WHO: Edward
WHAT: Added game messages in the terminal detailing controls, score, and pieces of game state for the user over the course of the game demo
BUGS: None
RESOURCES USED: None
WHO: Eli
WHAT: So much random stuff, debugging, improving and implementing proper AI, attempting to resolve very strange errors.
BUGS: None.
RESOURCES USED: None
WHO: Jack, Eddie
WHAT: Implemented win/loss conditions. Created message for losing, if you beat all levels you get an extra life.
BUGS: None.
RESOURCES USED: None
WHO: Edward
WHAT: Implemented extra lives, a score tracker, and finished key handling. Killed magic numbers and used procedural decomp where sdl would allow me to without freaking out
BUGS: If procedural decomp is attempted on level_init_from_folder, the entire memory of the entire program freaks out
RESOURCES USED: None
WHO: Eli
WHAT: AAAAAAAAA debugging
BUGS: Weird memory things randomly, because I used level instead of level_t
RESOURCES USED: None