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Published byLucas Whitehead Modified over 9 years ago
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Aerotech PC Chris Zusin David Kadzov Robert Musliner
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Objective Port table top game Aerotech to PC Eliminates player responsibility of rule controls, calculations, and unit data management Provides graphics to enhance game play Network allows players to participate in games online
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Target Audience Aerotech tabletop fans Strategy/Combat game enthusiasts General computer gamers: serious to casual
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Project Model
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Game Dispatcher between GUI, Ships, and Phase Monitor Contains most of the rule set and game functionality Contains player information and force
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Ships All types of ships derive from the Ship class Contains movement rules and all functionality pertaining to individual ships
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Phase Monitor Controls flow of game Sets game phase Determines initiative, and order of action Selects active player Calls game for phase related functions Determines if a player is defeated Checks end of game conditions
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Aerotech GUI: The Concept GUI serves as an interface Doesn't impede flow of information Only delivers information and requests between Player and Game GUI is mainly ignorant of Game state Provides a window into the Game Is explicitly told what to display and when (with some exceptions)
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Aerotech GUI: The Workhorse “Guichan is a C++ GUI library designed for games. It can use several different back-ends for displaying graphics and grabbing user input.” Created by Per Larsson and Olof Naessén in 2004 Current stable version is 0.7.1
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Aerotech GUI: The Workhorse GUI is refreshed every frame Input is processed by the widgets Widgets process information from Game (if necessary) Appearance is changed based on input and/or Game state
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Aerotech GUI: The Workhorse Guichan has a default set of widgets Beauty of OO: Custom widgets are derived from default ones Can add to and/or override behaviors Can change look and feel Makes library small and fast (No need for complex theming support) Guichan does not handle input and output
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Aerotech GUI: The Back-End “The Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to various common inputs and outputs” Created by Sam Lantinga in 1998 Current stable version is 1.21
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Aerotech GUI: The Back-End SDL is a wrapper around operating- system-specific functionality Provides common framework for accessing functionality Can abstract audio/video outputs, keyboard, mouse, joystick inputs
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Aerotech GUI: The Future All widgets will have custom looks and behavior View Battle Space in an isometric view Optimizations to support large Battle Spaces Staggered and delayed parsing of Map More passivity: Game will notify GUI only when internal Game state changes
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Demo 2 Goals Implementation of Client-side functionality (excluding networking capability) New Game Sequencing Map, Unit selection Movement Phase Attack Phase "End" Phase Control Transfer from Game to Phase Monitor Heat Phase
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Schedule Demo 3: Implementation of networking and server functionality Network Layer Messaging Framework Development of Server Conversion of Client Communications Create New/Join Existing Game Capability Timeout Framework Isometric Graphics
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