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se04-se-g09-spro's Issues

Implement Enemy basics

  • Create Enemy component
  • Make a basic design for the enemy cars
  • Embed physics shared with the Player as seen in #7 and #22

Research Car physics

  • Research how we can implement physics for the player's and cops' vehicles.
  • Research Box2D in relation to LibGDX.
  • Research how this is related having input controls for steering the vehicle.
  • Might be relevant to research how this steering mechanism can be swapped out with an AI for the cop vehicle. (See card about AI & target following)
  • #29

Possibly relevant links:

Dynamic analysis

  • Identify possible methods from the detailed requirements by performing a verb analysis
  • Distribute these methods across the domain model
    • Possibly use the GRASP or SOLID principles to identify what class should be responsible for what method or if additional domain classes are needed

Requirements elicitation

Requirements elicitation

  • Kig på, hvordan vi gjorde i andet semesterprojekt
  • Anvend samme teknikker for at finde krav til spillet
  • Prioritér krav ved hjælp af MoSCoW

Static analysis

  • Identify domain entities from the detailed requirements by performing a noun analysis
  • Update domain model with identified classes

Implement advanced AI techniques to the Enemy

This is a continuation of #23, it's necessary that the task prior will be solved first.

  • Add an advanced AI following pattern as researched in #4
  • It would be nice, if the Enemy also could make blocks and preventions tactics

Update Contact Listener

Update the current Contact Listener from the ATM module to a global one, that does not have any dependencies.

Research sprite animation

  • What are best practises for implementing sprite animations with respect to libgdx?
  • How can this be applied in a component based design?

Map implementation

  • Map render (helt basalt asset i spillet)
  • Map creation
    • Størrelse
    • Infinite
  • Collision detection
  • Tilpas bil med map igennem ppm

Research about the props for the map

  • Find potential asset sets, that we can use for our game
  • Research how we can draw these assets using LibGDX
  • Develop a conceptual demo, that can potentially be used as inspiration for how this will be implemented in the final game.

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