Saturday, May 15, 2010
As I started testing for bugs, I realized that Baddies would jump to spaces they weren't supposed to be able to jump to. This usually happened after they dropped a bomb, so I figured I miswrote some code somewhere. Turns out that it's just that the explosion and bomb is being drawn OVER the baddy, so it appears the baddy has jumped, but really, he has just been moving under the cover of their green explosion. Sometime earlier, I fixed this problem with my player, but I don't recall how I did it....
There's no way that I can create an smart enough AI that would actually compare to the real bomberman. Even with the random AI I have now, there's still no doubt they will probably kill themselves before you even get to them. To fix this, I've kind of cheated. I've made the baddy bombs only be able to kill the player (and I've indicated this by making their explosions green).
Wednesday, May 12, 2010
One of the hardest thing I've had to deal with is creating the AI for the enemy player. Yesterday, I was finally able to make the "baddy" interact with the walls and dWalls. Right now, every 50 loops, the baddy picks a random direction and moves that way. If he runs into a dWall, he drops a bomb. This is obviously not the most efficient way of doing it, but theres not much else I can do right now.
Wednesday, April 28, 2010
Now my explosions stop at walls. I did this by comparing the walls' gridPos to the explosions' gridPos; if they are the same, the explosion is not drawn there. Also, I made it so a player cannot move through a bomb. Next I will make bombs be able to predetonate bombs and boxes that are able to be destroyed by bombs.
So I decided to change the movement of "bomber man" to a more grid like movement. This solves the problem of planting bombs in between walls and what not. As for explosions, every time a bomb explodes, a 5 new explosions are created, forming a "+" shape with a new explosion in each grid square. Now I'm trying to figure out how to tell the explosions not to draw over walls. Im attempting to do this without collision detection b/c since everything is in a grid, I know where everything is.
Thursday, April 22, 2010
Over the last few days I worked on collision detection between the player and the walls. I wanted to use a different kind of code from the one used in the arenaGame but after a little bit of experimenting, I found I couldn't create a better way of collision detection and movement; therefore I fell back to the original code. Next, Im trying to make sure that when a bomb is dropped, it's placed right next to a box, not in between two or whatever. Now that i think about it, it should probably be the same thing for the player.
Monday, April 19, 2010
So we are in python class and we are starting our final project. For our final project we have to create a game of our choice. I chose bomberman and have gotten off to a good start. I have a basic outline of what I need to create and what problems Im going to have to over come. As of now, I have borrowed some file importing code from one of our last projects to allow me to import txt files to create levels.