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Future Plans
Zachary Wimer edited this page Dec 25, 2016
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#For the player
##Player notifications
- Flash the screen a shade of red whenever the player is injured
##Interface features
- Create settings class and GUI
##Possible additions
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Bosses
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Levels
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A tutorial
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PowerUps
- Supply planes
- Health packs
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An ammo class (with limited shots)
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New winning conditions
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Weapon specialization
- Missles deal extra damage to bosses
#For the programmer
##Organization
- Organize files into sub-directories as more classes are added
- Enemies
- Weapons
##Optimizations
- Split the GUI and the turn processing into multiple threads so rendering can occur at the same time as processing
- Prevent QTimer from starting again until processing is complete to prevent lag from building up
- Partition the scene into multiple vertical rectangles for faster processing.
- When an object is added to the scene, add it two the partitions it is in.
- When checking for colliding objects, only local items must be checked (items in the same partition)
- Optimally (assuming no partition overlap, which will happen in practice) decreases number of items that must be checked by O(m) and thus overall order notation by perhaps O(m2), where m is the number of partitions.
##General Coding Improvements
- Use std::uniform_int_distribution instead of rand for better random
- Allow easier adding of enemies and weapons
- Allow enemies to be added without their classes and probabilities being hard-coded into Enemy.cpp
- Have each Enemy have a const static int representing how common the enemy should be
- Use pre-processing to build this into Enemy.cpp so the super class need not have any knowledge of it's sub-classes
- Consequently remove un-needed headers from Enemy.cpp