SuperJumper Code
Brought to you by:
gyakoo
File | Date | Author | Commit |
---|---|---|---|
default | 2011-03-21 | gyakoo | [r29] |
mp | 2011-03-21 | gyakoo | [r29] |
src | 2011-03-21 | gyakoo | [r29] |
SuperJumper.exe | 2011-03-21 | gyakoo | [r30] |
SuperJumper.rc | 2011-03-08 | gyakoo | [r1] |
SuperJumper_2010.sln | 2011-03-08 | gyakoo | [r1] |
SuperJumper_2010.vcxproj | 2011-03-21 | gyakoo | [r29] |
SuperJumper_2010.vcxproj.filters | 2011-03-21 | gyakoo | [r29] |
SuperJumper_2010.vcxproj.user | 2011-03-08 | gyakoo | [r1] |
XAudio2_7.dll | 2011-03-11 | gyakoo | [r23] |
d3dx9_43.dll | 2011-03-09 | gyakoo | [r5] |
msvcp100.dll | 2011-03-09 | gyakoo | [r5] |
msvcr100.dll | 2011-03-09 | gyakoo | [r5] |
readme.txt | 2011-03-12 | gyakoo | [r28] |
todo.txt | 2011-03-11 | gyakoo | [r24] |
xactengine3_7.dll | 2011-03-10 | gyakoo | [r18] |
README SUPER JUMPER gyakoo / juampalf Brief ----- You have to clear each level presented by jumping over all blocks making them disappear in a fourth dimension. Depending on level, you have a limited or unlimited number of boosters, something like double jump. Keyboard -------- LEFT / RIGHT : Moving the character UP : Apply a boost force when character is in the air. DOWN : Apply a boost force down SPACE : Pause the game ESCAPE : Exit the game F1 : Toggle windowed/fullscreen modes ---------------------- Version 0.1 (March 1st) ---------------------- - Configuration values by txt - Configurable levels, by txt, in folder levels/ - Fade out effect when block is jumped over - First test levels - Full screen support - Character jumps and boosts - Block counter and "next level" done - First 5 levels ready ---------------------- Version 0.2 (March 2nd) ---------------------- - Lives and configuration - Lives and boosts by sprites, not numbers - Boost force down - Collision with screen bounds ---------------------- Version 0.3 (March 3rd) ---------------------- - N players (up to MAX_PLAYERS), configurable - Player colors. SP always different. - Code refactoring - Version label ---------------------- Version 0.4 (March 3rd) ---------------------- - Skinning of levels, config.txt and sprites - Refactoring to support skinning ---------------------- Version 0.5 (March 3rd) ---------------------- - Automatic screen center for 19x14 tiles - States machine for splash/menu and game - Splash screen ---------------------- Version 0.6 (March 8th) ---------------------- - Splash & menu - Difficulty support - Levels added by Alvaro Marín - Author and version labels - Improvement in load from command line - Autodetect skin directories - Fix with player lives - Time Attack mode - Changes in menu - Refactoring ---------------------- Version 0.7 (March 9th) ---------------------- - Bugs with multiplayer lives - Fixed some states resetting - Fixed player colors - Added 1 live to dead players when level is completed - Added blocks counting - Time attack mode, with countdown. You die when no time. - Testing with PlaySound() win32 function, async. - Adjusting easy levels for time attack and difficulty. ------------------------------ Version 0.8 (March 10th/11th) ------------------------------- - Play sound from memory (PlaySound win32 function) - Sound resources, reloading - Initialization/destroy XACT3 - Load sounds to IXACT3Wave, playing form xact. - Jump and boost sounds. Jump has sample rate variations. - More sounds (menu, begin/end level) - Fixed some wav loads when data chunksize is invalid. - Fixed linking with d3dx10, now only links with d3dx9. - Refactoring pause system and states when paused. - Fixed reverse sprite detection. --------------------------------- Version 0.9 (March 12th) --------------------------------- - Detecting when finish all levels. - Some minor fixes. - xaudio dependency.