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Authors: Andy Busch and Yahel Nachum Date: 10/13/2015 Project ID: Project 3 Final CS Class: IMGD 3000 Programming Language: C++ OS/Hardware dependencies: This Program is designed to run on the Windows platform. Program Source: Ball.h Block.h Box.h Bullet.h Bus.h Button.h Car.h Clock.h Enemy.h Event.h EventCollision.h EventHeroPosition.h EventKeyboard.h EventMouse.h EventOut.h EventPower.h EventStep.h EventView.h Floor.h Frame.h GameManager.h GraphicsManager.h Hero.h InputManager.h Ladder.h Lives.h LogManager.h Manager.h MapManager.h MapObject.h Music.h Object.h ObjectList.h ObjectListIterator.h PlayerControlledCar.h Points.h Position.h Power.h ResourceManager.h Reticle.h Saucer.h Shelf.h Shield.h Sound.h SpecularObject.h Sprite.h StartScreen.h TreeNode.h Utility.h ViewObject.h Wall.h Weapon.h WorldManager.h Ball.cpp Block.cpp Box.cpp Bullet.cpp Bus.cpp Button.cpp Car.cpp Clock.cpp Enemy.cpp Event.cpp EventCollision.cpp EventHeroPosition.cpp EventKeyboard.cpp EventMouse.cpp EventOut.cpp EventPower.cpp EventStep.cpp EventView.cpp Floor.cpp Frame.cpp GameManager.cpp GraphicsManager.cpp Hero.cpp InputManager.cpp Ladder.cpp Lives.cpp LogManager.cpp Manager.cpp MapManager.cpp MapObject.cpp Music.cpp Object.cpp ObjectList.cpp ObjectListIterator.cpp PlayerControlledCar.cpp Points.cpp Position.cpp Power.cpp ResourceManager.cpp Reticle.cpp Saucer.cpp Shelf.cpp Shield.cpp Sound.cpp SpecularObject.cpp Sprite.cpp StartScreen.cpp TreeNode.cpp Utility.cpp ViewObject.cpp Wall.cpp Weapon.cpp WorldManager.cpp Additional Files: README.txt "DragonFlyEngine\yahel_nachum_dragonfly\dragonfly.txt" - Output file "DragonFlyEngine\yahel_nachum_dragonfly\df-font.ttf" - Font file for GraphicsManaager sprites "DragonFlyEngine\sprites\*" - taken from my saucer implementation and some originals audio "DragonFlyEngine\audio\*" - taken from my saucer implementation and some license free audio files. Check originals for sources. Code Structure: Header files: The header files are organized similarly with the #ifndef/#define/#endif encapsulating the while file contents. Then there are the includes at the top separating the system includes and the game engine includes. Lastly most of the header files have the namespace defined. Then are the private attributes of the class followed by the public attributes. The constructor is usually in the public attributes unless it is a singleton to control the creation of an instance of that class. C plus plus files: The .cpp files are organized similarly to the .h files that they have the system includes listed first and then the game engine includes. The order of the functions defined is very similar to the .h file. Game.cpp: The game.cpp file has the system includes first followed by the game engine includes just like the rest of the files included in this project. Then in the main the first few lines of code display the menu of tests to the user. After the menu is a list of if/else if statements that allow the input from the menu to decide what test to run. Within each if/else if block is the test that corresponds to the menu which runs the code and provides output through the log file of the project and a visual representation of the world on the screen produced by the GraphicsManager. How to compile: Open up the yahel_nachum_dragonfly.sln solution under "DragonFlyEngine\ yahel_nachum_dragonfly\yahel_nachum_dragonfly.sln" with microsoft visual studio and hit F5 to run game.cpp. What to look for in log files for each test: NOTE: All tests push output to the logfile Running game: At first you will be greeted with a start menu that tells you how to play. Once you hit enter the game will start on the first level. If you beat that level by finishing all the stacks then you will advance on to the next level. If you use up all three of your lives you will be sent back to the start menu.
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