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# **************************************************************************** #
# #
# ::: :::::::: #
# NOTES :+: :+: :+: #
# +:+ +:+ +:+ #
# By: jjosephi <jjosephi@student.42.us.org> +#+ +:+ +#+ #
# +#+#+#+#+#+ +#+ #
# Created: 2020/06/10 13:12:22 by jjosephi #+# #+# #
# Updated: 2020/06/10 13:12:22 by jjosephi ### ########.fr #
# #
# **************************************************************************** #
-----------------------------------------------------------------------------
06/10/20
- Code structure is as follows :
- Classes :
- Entities
|
|____ Objects
| | Wall, Pellets, Cherries
|
|____ Panws
|
|___Ghosts
|
Player
Pawns will have an update which move them. Only player will check for collisions (2 tiles ahead)
Map in file or 2D Arrary?
-----------------------------------
06/11/20
Scratch all of the above. There are mor fundamental things I need to learn before even thinking about structure or
how the map will be.
Not sure if I will fully implement classes (similar to C++), or only what I need from them. In theory I could just figure out
constructors and destructors and make each ghost an instance of Ghosts and provide a pointer to their movement function.
I also need to learn about tokenization, though there may be other way to do polymorphism...
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Have a good enough understanding of classes and tokenization now...
STructure is not as easy as it sounds. What is the best way to do things? It seems like there's a hundred different ones
I decided to have classes with constructors and destructors, but with no variable types;
I wonder if it's possible to do overloads...spoiler : it is, just looks a bit complicated
Common update() function to take vector2 calculated from child's own function;
May not actually need overloads.
---------------------------------
Vm.... slow.... sometimes....... veeeeery slowwwwwwwwww
Still unsure if I should actaully use a Master struct . I could just have all of these variables in the main;
=======
I also need to learn about tokenization...
-----------------------
Is it better to load all textures once the game starts or everytime the level starts?...
I'm afraid I don't know the answer... yet.
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Longer game ticks vs using floats for coordinates? One will have input lag...
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Haven't written here in a while... The whiteboards are better for this.