meta data for this page
  •  

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
jolla2014:group12:start [2014/03/13 22:24] – [Comments] julaakkojolla2014:group12:start [2014/03/14 10:36] (current) – [Info and ending] julaakko
Line 4: Line 4:
  
 ^ Group Member ^ Main Responsibilities ^ ^ Group Member ^ Main Responsibilities ^
-| Jussi Laakkonen | All and everything |+| Jussi Laakkonen (0237801) | All and everything |
  
 ====== Idea ====== ====== Idea ======
Line 27: Line 27:
 ^ Day ^ What to do ^ ^ Day ^ What to do ^
 ^ Monday| Helping others, try the SDK | ^ Monday| Helping others, try the SDK |
-^ Tuesday| More bug fixing and support at codecamp, QML reading | +^ Tuesday| More OS/SDK issue fixing and support at codecamp, QML reading | 
-^ Wednesday| Coding | +^ Wednesday| Coding, C++ and QML integration 
-^ Thurday| Coding | +^ Thurday| Coding, QML, QML, QML and a bit C++ to prevent insanity 
-^ Friday| A brief demo of the app |+^ Friday| A brief demo of the app and reset of brains afterwards |
  
 ====== Motivation ====== ====== Motivation ======
Line 52: Line 52:
         repeat: false         repeat: false
         onTriggered: {         onTriggered: {
-                pageStack.clear() // Clear stack +                if(pageStack.busy === false) // The app will crash if pagestack is manipulated within page transfer   
-                pageStack.push(Qt.resolvedUrl("PlayerTurn.qml")) // Load new page as only page in the stack +                    pageStack.clear() // Clear stack 
-                // The gamedata is retrieved from C++ engine, so when turn changes, the main page will be set with another players data+                    pageStack.push(Qt.resolvedUrl("PlayerTurn.qml")) // Load new page as only page in the stack 
 +                    // The gamedata is retrieved from C++ engine, so when turn changes, the main page will be set with another players data 
 +                }                
             }             }
         }         }
Line 129: Line 131:
  
 ===== The game ===== ===== The game =====
 +
 +==== Game Area ====
  
   * 9x16 grid of 60x60 blocks where the oil of the enemy will be shed   * 9x16 grid of 60x60 blocks where the oil of the enemy will be shed
     * Initially 9x48 where each player has a "safe harbour" of 9x16 with fog-of-war from the halfway to the enemy harbour <- not impl. due lack of time     * Initially 9x48 where each player has a "safe harbour" of 9x16 with fog-of-war from the halfway to the enemy harbour <- not impl. due lack of time
     * Enemy ships would be seen if moved past the halfway     * Enemy ships would be seen if moved past the halfway
-  * Two player hotseat game, game notifies with a turn change and requests interaction +  * Two player **hotseat game**, game notifies with a turn change and requests interaction 
-  * Each player has 3 ships with different amounts of armor (if armor gets below 0 the ship is destroyed and cannot shoot anymore) and different weapon set +    * When turn changes game reloads the placing/shooting view with new data after user has clicked the button on turn change screen 
 +  
 +==== Ships ==== 
 + 
 +  * Each player has 3 ships with different amounts of armor (if armor gets below 0 the ship is destroyed and cannot shoot anymore) and different weapon set 
  
 ^ Type ^ length ^ armor ^ weapons ^  ^ Type ^ length ^ armor ^ weapons ^ 
Line 145: Line 153:
     * <del>Ships can be rotated</del> - not impl - not enough time during cc     * <del>Ships can be rotated</del> - not impl - not enough time during cc
     * Ships cannot overlap each other     * Ships cannot overlap each other
 +
 +==== Shooting ====
 +
 +
   * On each turn player can select a ship which to use and to shoot the player must select a weapon   * On each turn player can select a ship which to use and to shoot the player must select a weapon
     * Different weapons (2 weapons/ship) do different amount of damage <del>and have different traverse speeds</del> (speed skipped due lack of time)     * Different weapons (2 weapons/ship) do different amount of damage <del>and have different traverse speeds</del> (speed skipped due lack of time)
Line 155: Line 167:
  
     * Player has to select which weapon to use (the selection menu shows on top of the ship - which is too small, will be fixed in the future development version) and then press the S-box to go to shooting mode.     * Player has to select which weapon to use (the selection menu shows on top of the ship - which is too small, will be fixed in the future development version) and then press the S-box to go to shooting mode.
-    * When shooting player's view is changed to shooting view that shows the enemy harbour +    * When shooting player's view is changed to shooting view that shows the enemy harbor (coastline) 
-    * At the enemy harbour view the player can select a coordinate which to shoot. Previous shots are shown as:+    * At the enemy harbour view the player can select a coordinate which to shoot. Previous shots are shown as (also on own harbour view):
       * Red: There was something player hit       * Red: There was something player hit
       * Green: Miss       * Green: Miss
       * Black: Destroyed a ship that occupied the coordinate       * Black: Destroyed a ship that occupied the coordinate
-    * Player can shoot multiple times into one position, hence the amount of armor+    * Player can shoot multiple times into one position, hence the amount of armor on the ships (this is not)
     * Player can also cancel the shooting by selecting previous page from the page stack     * Player can also cancel the shooting by selecting previous page from the page stack
     * Player can cancel the turn by selecting the item from the pulldown menu     * Player can cancel the turn by selecting the item from the pulldown menu
 +
 +
 +==== Info and ending ====
 +
   * During gameplay, player gets some information on the screen about the selected ship (name, armor, weapons) - a crude text-element. The player is also informed at the shooting screen about the shot result and is then transferred back to a) own harbour (navigate back) b) player change screen (clear pagestack and push anew page) depending on the game state   * During gameplay, player gets some information on the screen about the selected ship (name, armor, weapons) - a crude text-element. The player is also informed at the shooting screen about the shot result and is then transferred back to a) own harbour (navigate back) b) player change screen (clear pagestack and push anew page) depending on the game state
   * The game ends when other player has destroyed all of the enemy ships and winner is shown on separate screen (game cannot be closed using the button - don't know how to do it yet)   * The game ends when other player has destroyed all of the enemy ships and winner is shown on separate screen (game cannot be closed using the button - don't know how to do it yet)