Group 4 reflection

First of they start by loading in a sprite sheet and making it animate by switching the pictures in the sprite sheet, they also load in the power-up sprites and have a different animated texture for the player character not shooting.

They also constantly check input from the keyboard buttons that the player presses to make the player character move in X and Y position, furthermore they also take the input from the mouse to make the player character shoot.

Also When the player has taken a shot the “harpoon” as they call it it constantly checks the screen bounds of the window to make sure the the “harpoon” don’t fly out of the screen.

It also makes the player character change from it’s normal animation to the so called shooting animation.

In the player update they also have 3 different states, states like normal state which the player character is naturally in, the amulet state which only activates if the player swims into a power-up, and renders the player character invulnerable until hit or until a certain time, and the stunned state which makes the player character unable to make any actions.

What group 4 could have done better is that they could have made some more managers for things like shooting and power-ups, so that everything is not in the player class which would make it easier to read the code in my opinion. Because right now it seems like everything from power-ups to shooting is in the same class

About Robin Berneby

2015 Programming