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Jake Feddersen
COMS327
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469ced8a
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469ced8a
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5 years ago
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Jake Feddersen
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Update changelog, readme
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feddersen_jacob.assignment-1.06/CHANGELOG
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feddersen_jacob.assignment-1.06/CHANGELOG
feddersen_jacob.assignment-1.06/README
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feddersen_jacob.assignment-1.06/CHANGELOG
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@@ -45,3 +45,10 @@
Implement going up and down stairs
Add status messages to the screen on certain events
Remove obsolete command line flags
3/24: Convert all files to c++, fix resulting errors
Add Fog of War
Begin converting structs to classes and reorganizing code accordingly
3/25: Finish converting structs to classes
Make a lot of appropriate functions class members instead
Add Teleportation
3?27: Minor refactors, make better use of OOP
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feddersen_jacob.assignment-1.06/README
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@@ -7,11 +7,11 @@ Compile: `make`
Run: `./rlg327 [OPTIONS]`
Run `./rlg327 -h` for a full list and description of options.
The game generates/loads the map as before. The player character is spawned
in a random position, as well as the monsters as specified on the command
line. The PC is player-controlled now, according to the key mappings given.
The game plays as before. New functionality: Fog of War (toggleable using 'f')
Teleportation (using 't'). While in teleport mode, fog of war is lifted.
The monsters screen displays all of the monsters in the dungeon in a list.
Since there isn't room for it on the screen, it overwrites the dungeon map
while active. Q still quits the game while on the monsters screen. Dungeon
levels are not persistent and stairs are not connected.
In converting the game to C++, I moved a lot of functions to become class
methods. This is particularly the case with dungeon. I also used inheritance
for character > (player_character and monster) classes. I did not convert the
heap that was provided to us by Dr. Sheaffer to a class because we were told
that we did not need to try to modify the code.
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