/15-466-f20-base1

Base code for "game 1: sprite-based game" for 15-466-f20

Primary LanguageC

Akuaman Simulator

Author: Xiaoqiao Xu, Zhengyang Xia, Zizhuo Lin

Design: This game allows the player to aim with a boomerang, which has a simple mechanism but is quite uncommon as a projectile in most games. It combines an easy and intuitive mechanism of control with our state-of-the-art for 1980s physics engine.

Screen Shot:

Screen Shot

How Your Asset Pipeline Works:

asset pipeline

  • authoring format: In this game, we only have one type of asset: images. We choose png as the authoring format, and place it as ./assets/sprites/*.png.
  • converted output:
    • dist/assets/tiles.chunk and dist/assets/palettes.chunk contains a serialized version of vector<Tile> or vector<Palette>, using read_write_chunk() API.
    • generated/include/assets_res.h is a generated C header file, that contains the mapping from resource-name to index-within-the-chunk-file. It's included by other game source files.

The trick of assets_res.h is using C macros to maintain the resource-name to index mapping. For example, if we have a boomerang.png and its' palette index 0. Then the assets_res.h would have #define BOOMERANG_PALETTE_IDX 0. Whenever the game code want to reference the boomerang, it uses that macro definition.

How To Play:

Press and hold the space bar and release to throw the boomerang. Aim for fishes and whales, but not bombs. Try to get the higest score in a limited amount of time!

Sources: N/A

This game was built with NEST.

Disclaimer: this game is definitely about Akuaman, not Aquaman.