by date
back on a decent pace
back on a decent pace
| Name: | J Sears | |
|---|---|---|
| Date Posted: | Dec 05, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for J Sears |
Blog post
Today was my first day really getting some time back in on my card game. I had a bunch of other stuff to do today and didn't get as much time as I wanted but still made some decent progress.
Things accomplished.
stepped it up from the single player progress to anywhere from 2-6 (although 3-6 is really the amount
allowed in final game)
card sorting so much as you'd hold cards in real life seperated by suit and then in order by value
this does it automatically for all players
turn rotation
deal one card out to each player at initial game start and use high card to determine dealer
Added rules about which cards can be played(not fully tested yet)
I think that's it which is disappointing I felt like I got more done. But I noticed things to fix which is always good too.
Turn rotation was obviously pretty easy to put in, initial deal for high card wasn't bad either and worked on first attempt (always uplifting) Rules and number of players was not to hard either. Card sorting was not hard with the exception I had a sneaky typo that through me off for a lot longer then it should. I kept looking at my code and thinking this should work perfectly, and I had spent time thinking about how to do it to make sure it would go in easy. Problem was I was using a for loop in a for loop one used i one used j and sure enough I had the wrong one typed in in one spot. Worst part is I've made that mistake before will make sure to use much differing letters next time.
Things next on the list, I currently have all the cards preloaded in with TGB with all their values set to ease my scripting so I just move and mount them where needed. Right now I don't have any code to unmount and move the cards back off screen (would use delete obviously if I was spawning objects in each time) I hadn't spent much time on this since it didn't interfere really with my current stage of progress but now is an important step, I don't see it being too hard. Once that is in I can fully test my game rules and will play through a game of 3 people real quick to make sure.
Next will be to add bid making prehand and scoring post hand. If I get through all that tomorrow then I think it's time to learn some networking.
Oh ya and I find it interesting that I haven't found a way to find what object is attached to the current object, you can find what it's mounted to with getparentinfo or whatever it's called but I can only see a command to get a true false if an object is mounted. in the new change blog there was a command called get attachedobject I think but I don't know if that's what I need either, instead I add a dynamic field to an object when something gets mounted to it that references that object.
Things accomplished.
stepped it up from the single player progress to anywhere from 2-6 (although 3-6 is really the amount
allowed in final game)
card sorting so much as you'd hold cards in real life seperated by suit and then in order by value
this does it automatically for all players
turn rotation
deal one card out to each player at initial game start and use high card to determine dealer
Added rules about which cards can be played(not fully tested yet)
I think that's it which is disappointing I felt like I got more done. But I noticed things to fix which is always good too.
Turn rotation was obviously pretty easy to put in, initial deal for high card wasn't bad either and worked on first attempt (always uplifting) Rules and number of players was not to hard either. Card sorting was not hard with the exception I had a sneaky typo that through me off for a lot longer then it should. I kept looking at my code and thinking this should work perfectly, and I had spent time thinking about how to do it to make sure it would go in easy. Problem was I was using a for loop in a for loop one used i one used j and sure enough I had the wrong one typed in in one spot. Worst part is I've made that mistake before will make sure to use much differing letters next time.
Things next on the list, I currently have all the cards preloaded in with TGB with all their values set to ease my scripting so I just move and mount them where needed. Right now I don't have any code to unmount and move the cards back off screen (would use delete obviously if I was spawning objects in each time) I hadn't spent much time on this since it didn't interfere really with my current stage of progress but now is an important step, I don't see it being too hard. Once that is in I can fully test my game rules and will play through a game of 3 people real quick to make sure.
Next will be to add bid making prehand and scoring post hand. If I get through all that tomorrow then I think it's time to learn some networking.
Oh ya and I find it interesting that I haven't found a way to find what object is attached to the current object, you can find what it's mounted to with getparentinfo or whatever it's called but I can only see a command to get a true false if an object is mounted. in the new change blog there was a command called get attachedobject I think but I don't know if that's what I need either, instead I add a dynamic field to an object when something gets mounted to it that references that object.
Recent Blog Posts
| List: | 01/25/08 - persistance is rewarding 08/28/07 - My thoughts, and my farewell 05/23/07 - some progress on cards 04/23/07 - teaching my computer to play cards 01/03/07 - I'm not dead 12/06/06 - time to learn networking 12/05/06 - back on a decent pace 12/04/06 - back at it |
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Submit your own resources!| J Sears (Dec 05, 2006 at 09:09 GMT) |
| Radoslaw Marcin Kurczewski (Dec 05, 2006 at 16:27 GMT) |
| J Sears (Dec 05, 2006 at 21:32 GMT) |
| David Higgins (Dec 06, 2006 at 03:56 GMT) |
For the part where your moving cards 'off screen', you could maybe just remove them from the scenewindow and then add them back, eliminating the need to move them somewhere, etc -- this would increase performance perhaps, though it's a card game, not much going on, the graphic would be removed from the video cards buffer (I assume, anyhow, based on past experience with graphic libs -- haven't dug into TGB's C++ that far yet) and allow for possibly higher framerates (yay for framerates in a solitaire game!).
Anyhow -- sounds like your progressing quite well, oddly enough, your getting me more and more interested in finishing up my blackjack game ... ;)
| J Sears (Dec 06, 2006 at 07:20 GMT) |
But yes I doubt framerates will ever be a problem for this simple of a game and you should do the blackjack game, add tournament blackjack to it though because that is extra fun in my opinion :-).
I didn't even think of taking it ot of the scenewindow would have been fairly easy I guess, but as it is I just ended up making it move outside of the view window and reset card.player to 0 so it's not owned anymore and a couple other aspects of it. Since this uses a 60 card deck only I don't think there will ever be too many objects fortunatly. Blackjack game defiently wouldn't be wise to use my lazy method of having all the cards off screen and just moving them as needed since most blackjack now uses 6 - 8 decks, single deck blackjack is the best though.
| David Higgins (Dec 06, 2006 at 07:44 GMT) |
as far as getting the code written, I'm positive I can do it in a timely fashion, it's just getting polished graphics and a clean UI that I'm concerned about -- so I'm working on coming up with a nice UI and spiffy graphics before I go much further with it --
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