devinlynch / kings-n-thing-client Goto Github PK
View Code? Open in Web Editor NEWOnline iOS realtime strategy game
License: Apache License 2.0
Online iOS realtime strategy game
License: Apache License 2.0
I added the main "scaffold" for the iPhone project. This is what we'll build upon to create the client side. From now on we should create branches with our own names and a short description of the feature we are implementing. Example: John-Board or Richard-Buttons. Once you're sure your code will work someone else will review the changes and we'll merge the branches.
During our next meeting I'll try and get the rest of you set up with sparrow and being able to use git with the Xcode project.
We have to save every bit of data from previous scene to a database so it doesn't reinitializes the previous scene.
For when a player wants to move a piece we need to find all the available hexagons that that piece may move to.
For this to work well I think every hex tile object should have a pointer to all their neighbors. Then we can try to move through them recursively while decrementing the move counter. The function may look something like this.
findPaths(Tile currentTile, int moves){
if(!canTraverse())
return;
if(moves == 0){
this.hilightTile();
} else{
(for Tile t : this.neighbours)
(findPaths(t, moves--);
}
}
The creatue tiles are too big right now we should set the scaleX and scaleY to be less than 1. We can experiment with what looks good. Maybe subclass SPImage to make this automatic.
Guys we're making the other teams look bad by getting As. We should probably tone it down a bit.
We should probably have the onTouch methods for each method in the creature, fort, tile etc... classes so they can each define their own behaviour.
Richard you can comment here to let us know what functions and objects you'll need to create the scenes.
For the GUI, it would be cool if there was a main menu that could be accessed even when in a game. Maybe even allow for having multiple games going at once? Download Aworded from App Store to see what I mean. This is a feature for later.
I'll do the obj-c modeling for the UML.
We need more instructions in the UI of telling the user what to do / what's going on
We need to figure out how starting games is going to work. Are players randomly matched, can players challenge a friend to a match, etc.? Maybe we need a logging in feature so that each user has a username that can be used to connect to? Thoughts?
It seems like the best way to handle messages coming from the server will be through NSNotificationCenter. It will be messy having each view being subscribed to a protocol for the message receiver class so instead we can use the Center for being able to subscribe to incoming messages from anywhere.
I could implement a stored login feature. So that when the user opens the app and has already chosen to store their credentials then the user would be taken directly to the game menu.
We have to save every bit of data from previous scene to a database so it doesn't reinitializes the previous scene.
Right now the board can be dragged and lets you see the black abyss behind it. I'm going to add some bounds checking to prevent this.
In the main menu where you select to start a game you can :
1.Click made by , which would show our name followed by a pic (like saints row 3 ending if you have seen it)
2. The background would be a moving animation / image of the medieval times (I would provide the file and would add it myself if needed
3. Customized app icon (again I would make it)
4. "How to Play" button (a modified quick explanation about how to play the game)
John, can you take care of parsing incoming JSON messages? I am going to implement the reactor just as Trck.it does, but we will need a class to parse the JSON object and turn it into an Objective-C object replicating the Java object. In the master branch for server, see HttpResponseMessage. That is the object that is being serialized and sent back to the client. You should be able to write a simple test case to see the JSON being generated.
You can look at +(TIJSONResponse_) responseObjectFromJson: (NSData_) data in Utils.m in the trckit repo for reference
Since Richard added the menu class the movement methods are fucked up since the reference that the method uses to calculate movement has changed. When I make the board game view the root view the movement becomes normal again.
For the UI we should make a subclass of SPImage for each game piece where we can do any scaling that needs to be done and to add the movement methods in there so that we don't clog up the scenes with the movement methods for each UI element,
I'm going to set us up with CoreData. We're going to need this for maintaining the game state throughout different views / persisting anything such as the host and port that the client is listening for messages on.
Devin asked for a login screen, I will try to implement that.
Im stuck for things to do until Gabe and I talk about logic, so I'm working on a main menu and Game lobby which shows up after the login screen I created.
We would have a button that would only be clickable every minute which would send a vibration to the other players phone to either : distract,intimadate or bluff
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