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Fire & Ice Team Member: Zhang Yujie Wang Huan Xiao Fei Cheng Peng Tutor: Alexandre Devert SSE USTC Team Leader: Wei Qiang.

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Presentation on theme: "Fire & Ice Team Member: Zhang Yujie Wang Huan Xiao Fei Cheng Peng Tutor: Alexandre Devert SSE USTC Team Leader: Wei Qiang."— Presentation transcript:

1 Fire & Ice Team Member: Zhang Yujie Wang Huan Xiao Fei Cheng Peng Tutor: Alexandre Devert SSE USTC Team Leader: Wei Qiang

2 Content Object Tools and means Specific details Problem and Future

3 Object In our project, we clone an action-puzzle game named 'Fire And Ice' which was first released in 1992. At last, we will try to make the final code high-efficiency in memory and CPU time. Leading role : Dana

4 Tools and Means Language: C++ Function Library: SDL(Simple DirectMedia Layer) SDM: Agile Development Development Tool: visual studio 2010 I will show you some specific details in our project develop in next pages.

5 The game input { Move Dana: – Arrow Left/A Key for left, Arrow Right/D Key for right Cast magic: – F Key/J Key for cast magic System control: – Escape Key for next round, Space Key for pause – Tab Key for next world, R Key retry Quit: – Mouse for quit the game }

6 The game option {Game resolution: 768*796 ; – Map resolution: 768*672 ; – The half of the top and the bottom is hiden The map divide into 14*16 – Entity *map[14][16] – 0<= mi <14, 0<=mj <16; The subpicture is 16 * 16 – we extend it in 3 times ;}

7 Map coordinate system To Show: Record the offset of the png: (x, y)

8 Sprites and animation { Pictures of different objects in different sprites Sprites are named with “object.png”, “Object.txt” contains a color Key (255,0,255), the number of child picture and sub picture sequence of coordinates aspect; “Object.dat” contains a number of animation and animation sequences; }

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10 Game objects { Empty: __ Dana: @@ Block: #[0-9] for 10 worlds Flame: F[0-9] for 10 worlds Ice: I[0-8] }

11 System running status { Level 0 status: Paused Level 1 status: Selection Level 2 status: Busy Level 3 status: Active Each State accepted State level command, such as when Dana is in the active state, do not accept the move command. Only quit game and cancel paused commands can be accepted in Paused. Busy: Ice movement or fall, and flame fall. }

12 finite state automaton { Each game object is regarded as a finite state machine. Analysis each state of the object in the original game and extracts the rule of the state transitions. Code the corresponding object handler function for different object under the four different states. }

13 Object interference { Dana will change the state of the Ice (create, push, destroyed). Ice will change the status of the flame (fight). Flame will kill Dana When the global variable flamecounter == 0,the round succeed, turn the busy state and continue the next round }

14 Coordinates conversion in animation { x’=x+(w+1)/2-1; y’=y+h-1;} There are 211 subpictures and 51 animations sequence in the below picture

15 Use case diagram

16 Class diagram

17 Sequence Diagram

18 Problem and Future We need do some map management system Some functions such as jar,pipe and monster that should have been completed. Background music and sound effects missing because of interface conflict. Maybe in some future time,when we have enough time, we may accomplish it. You know,Just for fun.

19 The End Thanks for Alexandre Devert very much! By Wei Qiang Zhang Yujie Wang Huan Xiao Fei Cheng Peng


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