Releases: anastasia-v-r/BulletHell
Releases · anastasia-v-r/BulletHell
Release 6 [ Intro Screen Overhaul ]
The main goal of this release was to reimplement the intro screen for its original purpose, the presenting of splash screens and other logos
Objectives Tackled
FEATURES
- Re-New Intro Screen that can
- Show a splash screen
- And then also show another one
- Basically however many you want
- No longer looks like some janky black screen with a messed up yellow box
CODE
- New Splash class for easily creating splash screens
- The keymap is no longer global and only exists within the game screen where it was the only place being used
Patch 5.2
This patch has no main objective
Objectives Tackled
FIXES
- The menu states exit button now exits rather than jumping back to intro
- When you exit game under any circumstance, you now drop rightfully to the menu rather than the intro screen like before
FEATURES
- While playing the game can now be "frozen" by holding backspace
Hotfix 5.1
Issues: Text not rendering
Cause: Button::font
was being copied into a map not constructed in place, breaking the link to Button::text
Fix: Make font global so that it doesn't move in memory and isn't loaded more than once
Pre-Release 5 [ Menu Screen ]
The main goal of this release is to introduce a menu screen for use as a logical hub of the program
Objectives Tackled
FEATURES
- Menu Screen which
- Open the main game
- Open a settings screen (currently not implemented yet)
- Exiting the program
CODE
- New button class for creating well, buttons
- it is made of
- a Sprite for storing a texture
- and a text item for storing text, thats it
Hotfix 4.1
Issue : Text not rendering
Cause : IntroState::text was being overruled by a sf::Text text();
instead of assign using text = sf::Text();
Fix : Assign instead of override the variable name
Release 4 [ State System and Intro Screen ]
The main goal of this release is to introduce a state system
Objectives Tackled
FEATURES
- Intro screen as a pit stop before playing the game
- Buttons now exist! Just make sure you don't click the wrong ones.
CODE
- New State system allowing for easy development of independent game sections
- State agnostic communication of need of state changes through a proto-state engine
- Player Class's implementation is now within a source file and no longer header only
- Moved a majority of main.cpp's old game code into the game state
Prototype 3 [ Resolution Support Overhaul ]
Give the user the freedom to access the game on a variety of displays
Objectives Tackled
- Support all resolutions, bigger and smaller than the native
- Support all aspect ratios
- Support positional input (mouse/tablet/touch) in non standard resolutions and aspect ratios
Prototype 2 [ Bullet Overhaul ]
The main goal of this specific version was to improve on the handling and features of the bullets
Objectives Tackled
- Give X, 2 bullet textures
- the boss
- the player
- Give the player the ability to fire homing bullets
- Give bullets the ability to be passed a direction in degree (of an angle. 0 being up)
- Bullets can be given an agular velocity to allow for curving
- Bullets can also be given a size, their damage, and a texture
- If bullets dont have a texture they can, and must be passed a sf::color
- Cleanup (remove plr value and related code, move various funcs into .cpp)
Prototype 1 [ Genesis Cleanup ]
The main purpose of this version was to cleanup the code and math behind the original prototyp
Objectives Tackled
- Encapsulate X into a function
- Input Handling
- Game Updates
- Visual Rendering
- Encapsulate X into a class
- The player
- The boss
- Make X a
sf::CircleShape
- The Bullets
- The Player
- The Boss
- Move to radius based collision detection
Prototype 0 [ Genesis ]
The main goal of this "Release" is to introduce a gameplay concept prototype
Objectives Tackled
- Create a player that can
- Be controlled by the player
- Fire bullets
- Be killed
- The ability for the user to slow down time using "LShift"
- Create a boss that can
- Move on its own at random-ish
- Fire bullets
- Be killed