- began writing songs for game soundtrack
~ About 4280 lines of code + documentation written ( +7ish pages of story on gdoc)
+
+12/1/2015:
+==========
+
+ - ran game through valgrind, fixed almost all memory leaks/errors
+ - smoothed out game animations
+ - broke the game
- work on GLSL shaders to replace the current 'fake' ones
- redesign what currently exists to match what is desired
+Summary:
+ Textures have been formalized, with a namespace and class for loading and using textures. The
+idea of a parallaxed background was applied, with up to four layers of tiled background material.
+Combinations of background layers were sorted and added to the World class with a World::setBackground()
+function. The inventory was created, with an animated inventory view based off of the player finished
+by the end of the month.
+
End of December:
================
extern void waitForDialog(void);
void Object::interact(void){
- if(questObject){
- char opt[]=":Yes:No";
- ui::dialogBox("You",opt,pickupDialog);
- do{
- if(ui::dialogOptChosen == 1 && this->alive == true){
- player->inv->addItem((ITEM_ID)(identifier), (char)1);
- this->alive = false;
- }
- }while(ui::dialogBoxExists);
+ if(questObject && alive){
+
+ ui::dialogBox("You",":Yes:No",pickupDialog);
+ while(ui::dialogBoxExists);
+
+ if(ui::dialogOptChosen == 1 && alive){
+ player->inv->addItem((ITEM_ID)(identifier), (char)1);
+ alive = false;
+ return;
+ }
}else{
- this->alive = false;
+ alive = false;
player->inv->addItem((ITEM_ID)(identifier), (char)1);
}
}
playerSpawnHill=new World();
playerSpawnHill->setBackground(BG_FOREST);
-<<<<<<< Updated upstream
playerSpawnHill->generateFunc(1280,playerSpawnHillFunc);
//playerSpawnHill->generate(1920);
-=======
->>>>>>> Stashed changes
/*
* Setup the current world, making the player initially spawn in `test`.