Monthly Archives: March 2016
Code review
Efter att ha kollat på hovercraftturret.cpp (som jag antar är player klassen) Ser jag att den är otroligt större än vad våran är, men jag kan tänka mig att man behöver det eftersom det är ett mer avancerat spel än vad vårat är. couplingen i denna klass är ganska mycket eftersom ni låter klassen i sig själv ha koll på en massa olika saker vilket man bara ser i konstruktorn där ni skickar in en rad olika pekare och andra saker. […]
Code review
Efter att ha kollat på hovercraftturret.cpp (som jag antar är player klassen) Ser jag att den är otroligt större än vad våran är, men jag kan tänka mig att man behöver det eftersom det är ett mer avancerat spel än vad vårat är. couplingen i denna klass är ganska mycket eftersom ni låter klassen i sig själv ha koll på en massa olika saker vilket man bara ser i konstruktorn där ni skickar in en rad olika pekare och andra saker. […]
Code Review group 18 …
The player header file includes different header files which gives the player ability to shot and the different power ups and couples the position . It is where they also create three objects which looks like their power ups.The player’s constractor and deconstructor is declared in the h. file too. It feels like they put everything inside the player h. file without any structure. I mean fr the different power ups i would make an extra class for it and […]
Code Review group 18 …
The player header file includes different header files which gives the player ability to shot and the different power ups and couples the position . It is where they also create three objects which looks like their power ups.The player’s constractor and deconstructor is declared in the h. file too. It feels like they put everything inside the player h. file without any structure. I mean fr the different power ups i would make an extra class for it and […]
Code Review – Group 15
This is a code review of Group 15’s player class. I will look into how did they implement their player class in their game, what kind of bond to other classes it has and what functions it holds.
To make their player class work they have four keystones:
The player class inherits from an Entity class which inherits properties and functions from another class called GameObject. The GameObject class handels most of the games different objects movement, position and when to draw […]
Code Review – Group 15
This is a code review of Group 15’s player class. I will look into how did they implement their player class in their game, what kind of bond to other classes it has and what functions it holds.
To make their player class work they have four keystones:
The player class inherits from an Entity class which inherits properties and functions from another class called GameObject. The GameObject class handels most of the games different objects movement, position and when to draw […]
Code Review of team 5 Player class
The player class does not have any couplings except for the fact that it’s a child class of the IENTITY class, which contains only pure virutal functions. Therefore it’s hard to give any certain advice to reduce couplings. However the most of the code seems to be written in the main.cpp which has its pros and cons. The pros being it’s easier because classes could sometimes be confusing and difficult to understand. The cons being it could be very confusing […]
Code Review of team 5 Player class
The player class does not have any couplings except for the fact that it’s a child class of the IENTITY class, which contains only pure virutal functions. Therefore it’s hard to give any certain advice to reduce couplings. However the most of the code seems to be written in the main.cpp which has its pros and cons. The pros being it’s easier because classes could sometimes be confusing and difficult to understand. The cons being it could be very confusing […]
Code Review of Team 4
The first smart thing that got me was the clean start of the player class’ update function. Specifically the way of dividing the different states into their own functions which would be called by the value of an enumerator.
I also like the way that the player class seems to have control of the player dependent objects creation such as the harpoon, the golden harpoon and fish food. This is most likely how I, myself would’ve done it to keep track […]
Code Review of Team 4
The first smart thing that got me was the clean start of the player class’ update function. Specifically the way of dividing the different states into their own functions which would be called by the value of an enumerator.
I also like the way that the player class seems to have control of the player dependent objects creation such as the harpoon, the golden harpoon and fish food. This is most likely how I, myself would’ve done it to keep track […]
Code Review: Space Giraffa
Space Giraffa’s spelar klass har två bindningar, en bindning till entitymanagern och en bindning till input samt bindningar till vissa allmänna/globala funktioner som extendedmath och vec. Från dessa bindningar plockar den in projektiler från entitymanagern och knappintryckningar från input.
Input bindningarna är självklara och så vitt jag vet så finns det inte någon bättre sätt att kontrollera ett objekt utan att binda det till input på detta vis, man kan göra det utanför dess egna klass men då blir det onödigt […]
Code Review: Space Giraffa
Space Giraffa’s spelar klass har två bindningar, en bindning till entitymanagern och en bindning till input samt bindningar till vissa allmänna/globala funktioner som extendedmath och vec. Från dessa bindningar plockar den in projektiler från entitymanagern och knappintryckningar från input.
Input bindningarna är självklara och så vitt jag vet så finns det inte någon bättre sätt att kontrollera ett objekt utan att binda det till input på detta vis, man kan göra det utanför dess egna klass men då blir det onödigt […]
Group 12 code review
The player cpp file is dependent on a sprite for the player to be drawn on the screen. It also dependent on two integers called speed x and y this is to simulate acceleration by adding to these. It also requires player direction to see if what direction the player is moving in. The class also has a movement function and within it there is maximum values on the speed variables. This is tom stop the player from going too […]
Group 12 code review
The player cpp file is dependent on a sprite for the player to be drawn on the screen. It also dependent on two integers called speed x and y this is to simulate acceleration by adding to these. It also requires player direction to see if what direction the player is moving in. The class also has a movement function and within it there is maximum values on the speed variables. This is tom stop the player from going too […]
Owl Moms features
Dear, Group 13.
I can tell you are using Managers to handle events such as input manager, animation manager and sound manager and then use them all inside the owl mom class. Using managers is useful and increases efficiency by using the same code and over and over again.
You are creating the owl mom inside the enter function inside game state which is good since it need to be in the game from the start. The owl mom is connected with […]
Owl Moms features
Dear, Group 13.
I can tell you are using Managers to handle events such as input manager, animation manager and sound manager and then use them all inside the owl mom class. Using managers is useful and increases efficiency by using the same code and over and over again.
You are creating the owl mom inside the enter function inside game state which is good since it need to be in the game from the start. The owl mom is connected with […]
Code review of Mermaid River
In the game Mermaid River the class called “Captain” is represented as the playable avatar in the game. An object pointer of captain is stored as a private member in a derived class called “GameState”. When the game state’s “Enter” function is executed, the captain gets a struct filled with pointers to different objects like draw manager, state manager, mouse, etc. But all of the instances weren’t used like the state manager. They could have send only the useful modules […]
Code review of Mermaid River
In the game Mermaid River the class called “Captain” is represented as the playable avatar in the game. An object pointer of captain is stored as a private member in a derived class called “GameState”. When the game state’s “Enter” function is executed, the captain gets a struct filled with pointers to different objects like draw manager, state manager, mouse, etc. But all of the instances weren’t used like the state manager. They could have send only the useful modules […]
Code Review av grupps 1 spelar klass
Code Review av grupps 1 spelar klass
Första intryck
Först när jag fick hem spelet så började jag med att kolla på hur ni har byggt klassen. Mitt första intryck blev att jag tyckte att det var väldigt lite kod som ni har i klassen. Detta fick mig att undra om spelet faktiskt funkade men när jag försökte att köra spelet så möttes jag av felet att den inte kunde hitta exe filen i _binary mappen.
Jag menar i h filen så […]
Code Review av grupps 1 spelar klass
Code Review av grupps 1 spelar klass
Första intryck
Först när jag fick hem spelet så började jag med att kolla på hur ni har byggt klassen. Mitt första intryck blev att jag tyckte att det var väldigt lite kod som ni har i klassen. Detta fick mig att undra om spelet faktiskt funkade men när jag försökte att köra spelet så möttes jag av felet att den inte kunde hitta exe filen i _binary mappen.
Jag menar i h filen så […]
Code rewiev of group 5
Let me begin with saying that in my group we have a lot of coupling in our player class so when I looked through your player class I was amazed with how little coupling you have. You have some from SFML but other than that I have a hard time finding any. I don’t think I can give you any tip on how you can decouple your player class when you have a lot less coupling then we do. And there […]
Code rewiev of group 5
Let me begin with saying that in my group we have a lot of coupling in our player class so when I looked through your player class I was amazed with how little coupling you have. You have some from SFML but other than that I have a hard time finding any. I don’t think I can give you any tip on how you can decouple your player class when you have a lot less coupling then we do. And there […]
Owl Moms features
Dear, Group 13.
I can tell you are using Managers to handle events such as input manager, animation manager and sound manager and then use them all inside the owl mom class. Using managers is useful and increases efficiency by using the same code and over and over again.
You are creating the owl mom inside the enter function inside game state which is good since it need to be in the game from the start. The owl mom is connected with […]
Owl Moms features
Dear, Group 13.
I can tell you are using Managers to handle events such as input manager, animation manager and sound manager and then use them all inside the owl mom class. Using managers is useful and increases efficiency by using the same code and over and over again.
You are creating the owl mom inside the enter function inside game state which is good since it need to be in the game from the start. The owl mom is connected with […]