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Merge pull request #9 from chrisj42/addcomments
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Addcomments merge; 1.9.1 release.
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chrisj42 authored Apr 13, 2017
2 parents e25def1 + 714b901 commit 3d0982d
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26 changes: 21 additions & 5 deletions Bugs and things to do.txt
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---Quick TODO's---
-continue commeting code
-(see note about canWool in Entity.java)
-display current player score in score mode

Note to self: for more little bugs/ideas/concerns, search code for "TODO"
-----------------------------------------------------------------------------------

####BUGS####
####
Mobs hits prevent you from moving, and Skeleton arrows go through trees (only Player arrows should go through trees, in debug mode).
####
Sound effects don't always play when they should; mostly it seems when other sounds should be on at the same time.
####
new worlds use the current/previous keyboard presets, rather than the default ones, when creating a new world after loading a previous one.
Expand All @@ -27,6 +30,14 @@ wierd unreprodoucable glitch: game screen went all gray for a second after press
****IDEAS(that should probably be implemented)****
****

Make respawn without bed += 20 blocks x/y of last spawn.

****

Make a Chest class, with sub-classes DungeonChest and DeathChest.

****

There's a lot to do in the Tile classes... many methods have many unnecessary parameters... and the torch effects account for all the "light" and "torch" static tiles in Tile.java. I think I'll make a HashMap out of that list, as well.

****
Expand All @@ -42,15 +53,11 @@ I have a system in place to save custom key controls, but lack the menu to edit

****

Make the loading system more forgiving, so that if I add a requirement to the save files, the old ones will still work. The idea is that when it expects 5 options and only finds 4, it just keeps those at default.

****

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*?*?*?* Questionable Improvements (But still seem important)*?*?*?*

remove OptionsMenu from title screen? All the features, besides sound, perhaps, seem like they should be world-specific... well.... actually, they should be *user* specific... but "users" aren't a thing at the moment, so I just assume that different worlds are different users. That probably needs to change... for now, though, I'll just leave it be.
Move OptionsMenu loads to a "profile" save, one that applies to all worlds, and that is loaded on startup. Whether the airwizard suit is worn will probably be part of these options, both because it makes sense, and becuase it simplifies things.

*?*?*?*

Expand All @@ -65,3 +72,12 @@ I don't know...

*?*?*?*

Fix up the write system, here and there: Menu writeCentered() should write the given text in the center x of the menu window; Screen writeCentered() should write a string centered in the screen's x. Font should not do anything with centering, instead, maybe it should have a drawShadowed() method? It should have a default text color, too, maybe...
How about, just overload them all... whatever's provided, is used. Though, since they're all ints, that may not work too well...

*?*?*?*

Change saving/loading system dramatically... instead of a simple array, make loadFromFile load HashMaps! I probably love them too much... but that way, future changes would be WAY easier to account for; instead of changing ALL the indexes, I could just stop worrying about a name! or change it. But... this has it's downsides. Entities wouldn't go over well; they really are better off as lists...
Hey! maybe I can keep that one, and just make another loader for loadGame and such! That might work!

*?*?*?*
19 changes: 18 additions & 1 deletion ChangeLog.txt
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Minicraft+ version 1.9
Minicraft+ version 1.9.1

= Armor now functions as a damage buffer rather than extra hearts; you take damage after only a certain number of damage points accumulate.
+ Armor lasts longer.
= Rate of hunger bar healing health depends on hunger; still happens when less than full health.
- removed player's restriction on movement while being hurt
+ Added version number to save file


Minicraft+ version 1.9

=Everything reimplemented
=stuff works
+Game window is resizable
+more entries in debug display
+added debug features
+key preferences... well, kinda. You can't really change them...
+airwizard suit status and key prefs saved with game file
+modifier keys supported (shift, alt, ctrl)
+added obsidian brick and door to creative inventory


----- Noteable additions in v1.8 -----
* Spawners & underground mini-dungeons
* Airwizard's health appears above his head
* Added colored clothes to change the player's outfit. They are craftable in the loom, or dropped rarely by zombies.
* You can set the timer for score mode: 20m (default), 30m, 40m, or 1h
* you can unlock new score mode times with high enough scores: 10 min and 2 hours.
* "Airwizard II" boss shows up on the surface after you unlock all the locked chests
* Once you defeat the Air Wizard, you can wear his costume by going into the settings menu. This suit allows the player to walk on air tiles.

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46 changes: 37 additions & 9 deletions Classes left to comment or revise.txt
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Comment:

item/*
item/resource/*
Comment from shylor's repo:

level/Level
level/levelgen/LevelGen
level/tile/* (not Tile)

saveload/*.... but they are new...
-------------------------------------
There are more... but they are new, and have no previous comments. To find them, search for a comment on the first line of the class.
Usually, it's "//new class, no comments." But some are "//new features, less comments." or something like that.

Comment anew:

entity/Arrow
entity/Creeper
entity/DungeonChest
entity/Knight
entity/Skeleton
entity/Snake
entity/Tnt
entity/Spawner
entity/(Pig/Sheep/Cow) -- will likely combine these later.

(slightly more than a page:)
item/BookItem
item/BucketItem
item/BucketLavaItem
item/BucketWaterItem
item/resource/ArmorResource
item/resource/ClothesResource

item/resource/PotionResource
item/resource/TorchResource

saveload/*

screen/CraftInvMenu
screen/LoadingMenu (about a page)
screen/ModeMenu
screen/OptionsMenu
screen/PauseMenu
screen/PlayerInfoMenu
screen/TitleMenu
screen/WonMenu (needs a LOT more than comments!)
screen/WorldGenMenu
screen/WorldSelectMenu

*******************************************************************************
Classes that need attention:

-Chest.java: reformat

-Furniture.java: maybe combine subclasses, to remove a bunch of the bulk... or maybe, just move more of the code into this class.
Same deal with the friendly mobs, and the evil mobs.

-WonMenu.java: reformat; freshly decompiled, it seems...

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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -37,7 +37,6 @@ Things I will probably add later, rather than sooner.

* Auto-update system -- though, I might move this up, if this actually becomes something many people use.
* Add back Experience bar, from version 1.4
* Make the game window resizeable; full-screen _is_ a possibility; I changed the scale variable, and that worked! so now, I just need to black out the sides that aren't square... yeah, I know it isn't pretty, but it's _technically_ fullscreen...
* Add some nice music! Maybe pixely...

#### Far, far away...
Expand All @@ -53,6 +52,7 @@ If their implementation becomes more likely, they will be moved to a different s
* Chickens
* Minecarts
* Milk & bad status effects
* World editors


##### Random Note: LevelGen.java has it's own main method; it's used for debug purposes, to make images of the randomly generated maps that the class makes.
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5 changes: 5 additions & 0 deletions ideas for new additions.txt
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-------- Simple Ideas --------
----

Add world copy option, like rename and delete.

----

Expand Down Expand Up @@ -63,6 +66,8 @@ Make a way to resize the font... In specific instances only, though, I'm thinkin
Support Color.get(String) where the string is four characters, made up of t,w,b; t=transparent, w=white, and b=black. That might look better. Of course, what WOULD look better is Color.red, Color.white, etc.
Maybe I could even devise Color.lighten and/or Color.darken methods, that would work for making the daylight cycle color sets.

Better idea: simplify it another way; just make a simple method in Color.java to make it so that if the last 3 colors are the same, you just type it once; so instead of Color.get(-1, 555, 555, 555), it's just Color.get(-1, 555).

????

Make menu frames change size based on the largest (text) item in it. Not totally sure I want to do it...
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