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…troller classes to enable bullet firing for the player ship and all types of enemy ships. This involves implementing the logic for bullet firing within these classes.

Header File Modification: In the PlayerController.h header file, forward declaration of the PlayerView class was added to resolve a circular dependency issue between PlayerController and PlayerView classes. This ensures that the classes can reference each other without causing compilation errors due to circular dependency.

Code Reorganization: No major changes were made to the overall structure of the code. However, the bullet firing logic was integrated into the existing functions of the PlayerController and EnemyController classes, ensuring that both player and enemy ships can fire bullets without drastically altering the code's structure.

Testing and Validation: After implementing the changes, the code was tested to ensure that both player and enemy ships can successfully fire bullets as intended. This involved validating the behavior of bullet firing in various scenarios, such as player input and enemy actions.

…troller classes to enable bullet firing for the player ship and all types of enemy ships. This involves implementing the logic for bullet firing within these classes.

Header File Modification: In the PlayerController.h header file, forward declaration of the PlayerView class was added to resolve a circular dependency issue between PlayerController and PlayerView classes. This ensures that the classes can reference each other without causing compilation errors due to circular dependency.

Code Reorganization: No major changes were made to the overall structure of the code. However, the bullet firing logic was integrated into the existing functions of the PlayerController and EnemyController classes, ensuring that both player and enemy ships can fire bullets without drastically altering the code's structure.

Testing and Validation: After implementing the changes, the code was tested to ensure that both player and enemy ships can successfully fire bullets as intended. This involved validating the behavior of bullet firing in various scenarios, such as player input and enemy actions.
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