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README.txt
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README.txt
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Patrick Modafferi
10/26/2012
---------------------------------------------------------
Starting the game
---------------------------------------------------------
1) Go to the A3 folder
2) Open PuzzleBobbleA3.sln with visual studio 2010
3) Press F5 to compile and run in debug mode
if you do not have visual studio
1) go to PuzzleBobble3D\PuzzleBobbleA2\bin\x86\Debug
2) Double click on PuzzleBobbleA2.exe
---------------------------------------------------------
Controls
---------------------------------------------------------
SPACE - Start Game, Next
LEFT ARROW - Aim Left
RIGHT ARROW - Aim Right
UP ARROW - Fire
W/S - Pane Up and Down
A/D - Pane Left and Right
1/3 - Toggle 1st and 2nd person view
To Change Difficulty Level (in the code)
-----------------------------------------
Currently, the difficulty is set to easy so that even a begginer can
progress through the entire game without too much difficulty.
You can change the difficulty on Line 19 of Game1.cs
DIFFICULTY_RATING = 7;
1 is the hardest at 10 would be extreemly easy
-------------------------------------------------------------
Desing Notes
-------------------------------------------------------------
Physics -
Gravity
Any ball not stuck to the top and moving along the 45 degree slope
in any direction will be subject to a downward constant acceleration.
This will cause dropping balls to roll faster and faster and shooting
balls to slow down or even curve under the force of gravity.
Rolling
The Ball rolling speeds are driven by how fast the ball is actually
moving. Specifically, agular velocity = velocity / radius. The heading of
the ball (direction) is also driven by the velocity's x and y components.
Heading = Atan(Vx/Vy)
Controller - The program has a structure similar to MVC. The Game Controller
is in charge of passing information to and from the model and View
The Bubble Model is in charge of storing all information related
to each bubble. When something in the View is changed, the controller
makes changes to the model. Then in the draw function for Viewing, we
call upon the Model as update its infor notably position and state on
the screen.
Storing the Bubbles - In the controller, the int grid[,] is a 2D array in charge
of modeling the board where all the bubbles lie.
Color Generating - The odds of getting each color ball changes as the game goes
on so as to havea playable enjoyable experience. Specifically, the odds
of color X comming out equal to the percentage X colored bubbles on the
board
Popping - For popping bubbles, a recursive algorithm is used to check all adjacent
Bubbles which have the same color as the bubble that was just added to the
grid.
Cascading - To check if a bubble must fall off the board, the program recursively
looks for a path to the top where y == 0 using a Depth First Search.
_______________________________________________________
*******************************************************
DISCALIMER
*******************************************************
_______________________________________________________
I do not own copyrights to any picture, model or music used in this project
I do not take credit for the creation of any sprite, picture or music
This project was meant for educational purposes only and is not intended
to be sold or distrubuted wihtout consent
Patrick Modafferi
10/26/2012