pmoda/PuzzleBobble3D
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Folders and files
Name | Name | Last commit message | Last commit date | |
---|---|---|---|---|
Repository files navigation
Patrick Modafferi 10/26/2012 --------------------------------------------------------- Starting the game --------------------------------------------------------- 1) Go to the A3 folder 2) Open PuzzleBobbleA3.sln with visual studio 2010 3) Press F5 to compile and run in debug mode if you do not have visual studio 1) go to PuzzleBobble3D\PuzzleBobbleA2\bin\x86\Debug 2) Double click on PuzzleBobbleA2.exe --------------------------------------------------------- Controls --------------------------------------------------------- SPACE - Start Game, Next LEFT ARROW - Aim Left RIGHT ARROW - Aim Right UP ARROW - Fire W/S - Pane Up and Down A/D - Pane Left and Right 1/3 - Toggle 1st and 2nd person view To Change Difficulty Level (in the code) ----------------------------------------- Currently, the difficulty is set to easy so that even a begginer can progress through the entire game without too much difficulty. You can change the difficulty on Line 19 of Game1.cs DIFFICULTY_RATING = 7; 1 is the hardest at 10 would be extreemly easy ------------------------------------------------------------- Desing Notes ------------------------------------------------------------- Physics - Gravity Any ball not stuck to the top and moving along the 45 degree slope in any direction will be subject to a downward constant acceleration. This will cause dropping balls to roll faster and faster and shooting balls to slow down or even curve under the force of gravity. Rolling The Ball rolling speeds are driven by how fast the ball is actually moving. Specifically, agular velocity = velocity / radius. The heading of the ball (direction) is also driven by the velocity's x and y components. Heading = Atan(Vx/Vy) Controller - The program has a structure similar to MVC. The Game Controller is in charge of passing information to and from the model and View The Bubble Model is in charge of storing all information related to each bubble. When something in the View is changed, the controller makes changes to the model. Then in the draw function for Viewing, we call upon the Model as update its infor notably position and state on the screen. Storing the Bubbles - In the controller, the int grid[,] is a 2D array in charge of modeling the board where all the bubbles lie. Color Generating - The odds of getting each color ball changes as the game goes on so as to havea playable enjoyable experience. Specifically, the odds of color X comming out equal to the percentage X colored bubbles on the board Popping - For popping bubbles, a recursive algorithm is used to check all adjacent Bubbles which have the same color as the bubble that was just added to the grid. Cascading - To check if a bubble must fall off the board, the program recursively looks for a path to the top where y == 0 using a Depth First Search. _______________________________________________________ ******************************************************* DISCALIMER ******************************************************* _______________________________________________________ I do not own copyrights to any picture, model or music used in this project I do not take credit for the creation of any sprite, picture or music This project was meant for educational purposes only and is not intended to be sold or distrubuted wihtout consent Patrick Modafferi 10/26/2012
About
No description, website, or topics provided.
Resources
Stars
Watchers
Forks
Releases
No releases published
Packages 0
No packages published