-
Notifications
You must be signed in to change notification settings - Fork 13
Graphics ~ Design document for integrating split screen graphics with chiventure
We want to be able to integrate split screen with chiventure so that it will display a graphic that corresponds to the room the player moves into. For example, if the player moves into room 1, we want to display an image of room 1 as the split screen graphic.
In draw_images.h there will be functions to create the graphics for the split screen. It will make use of raylib.h to load images. We assume the game developers would provide the correct path for their images and have their room images be labeled room{{room-id}}.png For the next sprint we will be implementing the draw_room function and updating the ui.c file. We will be looking at the cli files and ui files to decide how to efficiently implement calling the draw_room function. Right now, ui.c only calls print_banner to display the chiventure banner. An idea we have is in the game while loop of start_ui function, using the context struct we can see which room the player is in and call the draw_room function based on that. This would happen continuously as it is in the game while loop. However, if there is a more efficient way by connecting cli to ui then we will implement it that way.
#ifndef DRAW_IMAGES_H #define DRAW_IMAGES_H
#include "common/ctx.h" #include "ui/ui_ctx.h"
/* draw_room
- Draws a room based on its room number for the split screen in chiventure
- Parameters:
-
- room_number: integer that defines the room
- No value is returned */ void draw_room(int room_number);
/* draw_object
- Draws an object based on its item ID
- Parameters:
-
- item_id: a string that defines each item
- No value is returned */ void draw_object(char *item_id);
#endif
In future sprints we would like to also implement a draw_object function such that if the player picks up an item/object, we would display that object in the graphic.
-
Action Management
-
Battles
- Design Document
- Text Based Combat in Other Games
- User Stories
- Wishlist
- Battle Planning 2022
- Battle User Stories Review 2022
- Structs in Other Modules Related to Battles 2022
- Stat Changes Design Document
- Run Function Design Document
- CLI Integration Design Document
- Move Changes Design Document
- Unstubbing Stubs Design Document
- Battle Items and Equipment Design Document
- Battle Item Stats
- Battles Demo Design Document
- Battles Testing Moves, Items, and Equipment Design Document
- Sound integration with battle (design document)
-
Custom Actions
-
Custom Scripts
-
DSL
-
CLI
-
Enhanced CLI
-
Game-State
-
Graphics
- Design Plan
- Design document for integrating split screen graphics with chiventure
- GDL (Graphical Description Language)
- Graphics Sandbox
- Design Document for NPC Graphics and Dialogue
- Feature Wishlist (Spring 2021)
- Installing and Building raylib on a VM
- LibSDL Research
- Module Interactions
- Working with Raylib and SSH
- raylib
- GDL
-
Linking the Libzip and Json C to chiventure on CSIL machines
-
Lua
-
NPC
- Dependencies: Player class, Open world, Battle
- Action Documentation
- Design Document for NPC Generation in Openworld
- Design and Planning
- Establishing Dependencies
- Implementation of Custom Scripts
- Independent Feature: NPC Movement Design Document
- Player Interaction Design and Planning
- Dialogue
- Design Document for NPC Dialogue and Action Implementation
- Loading NPCs from WDL Files
- NPC Battle Integration Design Document
- NPC Battle Integration Changes Design Document
-
Open World
- Autogeneration and Game State
- Deciding an integration approach
- Designing approach for static integration into chiventure
- Feature Wishlist
- Generation Module Design layout
- Potential connections to the rest of chiventure
- Single Room Generation Module Design
- Source Document
- User Stories
- World Generation Algorithm Plan
- Loading OpenWorld Attribute from WDL
-
Player Class
-
Player
-
Quests
-
Rooms
-
Skill Trees
- Avoiding soft locks in skill tree integration
- Components of Exemplary Skill Trees
- Design Document and Interface Guide
- Environment interactions based on skill characteristics
- Integrating complex skill (combined, random, sequential, etc.) implementation
- Integration of a Leveling System
- Potential Integration with existing WDL
- Research on game balancing in regards to skill trees
- Research on skill tree support in modern day game engines
- SkillTree Wiki Summary
- Skilltree "effect" implementation and roadmap
- Summary of md doc file for skilltrees
- Design ideas in connection to other features
- Summary of Skill Tree Integration 2022
- The Difficulty of the Reading the World
- Complex Skills Summary
-
Sound
-
Stats
-
WDL