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Functions

section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your 
base (cubes) toto break in.Our vision for the game is a union between two disparate concepts
 
section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your sandbox
games and towerdefense On a
lower level the player is
unioning objects together to
make their base section
mechanics Mechanics The user
places cubes and towers in
order to prevent the enemy
spheres from destroying the
disco ball in the center of
the map The user places a cube
by left clicking on the ground
and tries to create structures
that will best defend the
discoball and kill off the
enemy The enemy can destroy
the towers and cubes that the
user places when towers fall
down they take damage meaning
that tall towers with lots of
shooting towers on them can
result in a large loss of
shooting towers when the ai
attacks it The ai behave
differently Some of them try
to race towards the disco ball
destroying anything that gets
in the way while others try to
destroy any blocks that come
in their thereby clearing a
path for other ai to attack
the discoball The below images
give a general sense of the
gameplay progression The
difficulty starts out low but
as the game progresses more
and more enemies spawn until
you are eventually overwhelmed
and your discoball gets
destroyed if the grid has a 
box (to implement box gravity)
 
section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your sandbox
games and towerdefense On a
lower level the player is
unioning objects together to
make their base section
mechanics Mechanics The user
places cubes and towers in
order to prevent the enemy
spheres from destroying the
disco ball in the center of
the map The user places a cube
by left clicking on the ground
and tries to create structures
that will best defend the
discoball and kill off the
enemy The enemy can destroy
the towers and cubes that the
user places when towers fall
down they take damage meaning
that tall towers with lots of
shooting towers on them can
result in a large loss of
shooting towers when the ai
attacks it The ai behave
differently Some of them try
to race towards the disco ball
destroying anything that gets
in the way while others try to
destroy any blocks that come
in their thereby clearing a
path for other ai to attack
the discoball The below images
give a general sense of the
gameplay progression The
difficulty starts out low but
as the game progresses more
and more enemies spawn until
you are eventually overwhelmed
and your discoball gets
destroyed if the grid has a
the AOE damage dealt on the
grid by the attackers and the
AOE damage dealt on the grid
by the defenders Apart from
Map also stores an array of
current MapElement on the map
An MapElement is abstract an
of something in the it can be
Cube (defenders) or a Creature(attackers).Specific cubes/creatures then subclass from the two classes.All MapElement holds information abouts its location on the map as well as informations such like its current HP value.Moreover
 

Variables

section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your sandbox
games and towerdefense On a
lower level the player is
unioning objects together to
make their base section
mechanics Mechanics The user
places cubes and towers in
order to prevent the enemy
spheres from destroying the
disco ball in the center of
the map The user places a cube
by left clicking on the ground
and tries to create structures
that will best defend the
discoball and kill off the
enemy The enemy can destroy
the towers and cubes that the
user places 
Also
 
section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your sandbox
games and towerdefense On a
lower level the player is
unioning objects together to
make their base section
mechanics Mechanics The user
places cubes and towers in
order to prevent the enemy
spheres from destroying the
disco ball in the center of
the map The user places a cube
by left clicking on the ground
and tries to create structures
that will best defend the
discoball and kill off the
enemy The enemy can destroy
the towers and cubes that the
user places when towers fall
down they take damage meaning
that tall towers with lots of
shooting towers on them can
result in a large loss of
shooting towers when the ai
attacks it The ai behave
differently Some of them try
to race towards the disco ball
destroying anything that gets
in the way while others try to
destroy any blocks that come
in their thereby clearing a
path for other ai to attack
the discoball The below images
give a general sense of the
gameplay progression The
difficulty starts out low but
as the game progresses more
and more enemies spawn until
you are eventually overwhelmed
and your discoball gets
destroyed if the grid has a
the AOE damage dealt on the
grid by the attackers and the
AOE damage dealt on the grid
by the defenders Apart from
Map also stores an array of
current MapElement on the map
An MapElement is abstract an
of something in the it can be
a it also keeps track of the
VisibleEntity it corresponds
to in the scene Everytime 
App
 
section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your sandbox
games and towerdefense On a
lower level the player is
unioning objects together to
make their base section
mechanics Mechanics The user
places cubes and towers in
order to prevent the enemy
spheres from destroying the
disco ball in the center of
the map The user places a cube
by left clicking on the ground
and tries to create structures
that will best defend the
discoball and kill off the
enemy The enemy can destroy
the towers and cubes that the
user places when towers fall
down they take damage meaning
that tall towers with lots of
shooting towers on them can
result in a large loss of
shooting towers when the ai
attacks it The ai behave
differently Some of them try
to race towards the disco ball
destroying anything that gets
in the way while others try to
destroy any blocks that come
in their thereby clearing a
path for other ai to attack
the discoball The below images
give a general sense of the
gameplay progression The
difficulty starts out low but
as the game progresses more
and more enemies spawn until
you are eventually overwhelmed
and your discoball gets
destroyed if the grid has a
the AOE damage dealt on the
grid by the attackers and the
AOE damage dealt on the grid
by the defenders Apart from
Map also stores an array of
current MapElement on the map
An MapElement is abstract an
of something in the it can be
a it also keeps track of the
VisibleEntity it corresponds
to in the scene Everytime it
fetches a list of changes of
VisibleEntity by calling so
that the positions status of
the VisibleEntity could be
updated Map::getChange() calls
the MapElement 
if
 
section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your sandbox
games and towerdefense On a
lower level the player is
unioning objects together to
make their base section
mechanics Mechanics The user
places cubes and towers in
order to prevent the enemy
spheres from destroying the
disco ball in the center of
the map The user places a cube
by left clicking on the ground
and tries to create structures
that will best defend the
discoball and kill off the
enemy The enemy can destroy
the towers and cubes that the
user places when towers fall
down they take damage meaning
that tall towers with lots of
shooting towers on them can
result in a large loss of
shooting towers when the ai
attacks it The ai behave
differently Some of them try
to race towards the disco ball
destroying anything that gets
in the way while others try to
destroy any blocks that come
in their thereby clearing a
path for other ai to attack
the discoball The below images
give a general sense of the
gameplay progression The
difficulty starts out low but
as the game progresses more
and more enemies spawn until
you are eventually overwhelmed
and your discoball gets
destroyed if the grid has a
the AOE damage dealt on the
grid by the attackers and 
lastly
 
section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your sandbox
games and towerdefense On a
lower level the player is
unioning objects together to
make their base section
mechanics Mechanics The user
places cubes and towers in
order to prevent the enemy
spheres from destroying the
disco ball in the center of
the map The user places a cube
by left clicking on the ground
and tries to create structures
that will best defend the
discoball and kill off the
enemy The enemy can destroy
the towers and cubes that the
user places when towers fall
down they take damage meaning
that tall towers with lots of
shooting towers on them can
result in a large loss of
shooting towers when the ai
attacks it The ai behave
differently Some of them try
to race towards the disco ball
destroying anything that gets
in the way while others try to
destroy any blocks that come
in their thereby clearing a
path for other ai to attack
the discoball The below images
give a general sense of the
gameplay progression The
difficulty starts out low but
as the game progresses more
and more enemies spawn until
you are eventually overwhelmed
and your discoball gets
destroyed if the grid has a
the AOE damage dealt on the
grid by the attackers and the
AOE damage dealt on the grid
by the defenders Apart from
Map also stores an array of
current MapElement on the map
An MapElement is abstract an
of something in the 
map
 
section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your sandbox
games and towerdefense On a
lower level the player is
unioning objects together to
make their base section
mechanics Mechanics The user
places cubes and towers in
order to prevent the enemy
spheres from destroying the
disco ball in the center of
the map The user places a cube
by left clicking on the ground
and tries to create structures
that will best defend the
discoball and kill off the
enemy The enemy can destroy
the towers and cubes that the
user places when towers fall
down they take damage meaning
that tall towers with lots of
shooting towers on them can
result in a large loss of
shooting towers when the ai
attacks it The ai behave
differently Some of them try
to race towards the disco ball
destroying anything that gets
in the way while others try to
destroy any blocks that come
in their thereby clearing a
path for other ai to attack
the discoball The below images
give a general sense of the
gameplay progression The
difficulty starts out low but
as the game progresses more
and more enemies spawn until
you are eventually overwhelmed
and your discoball gets
destroyed if the grid has a
the AOE damage dealt on the
grid by the attackers and the
AOE damage dealt on the grid
by the defenders Apart from
Map also stores an array of
current MapElement on the map
An MapElement is abstract an
of something in the it can be
a it also keeps track of the
VisibleEntity it corresponds
to in the scene Everytime it
fetches a list of changes of
VisibleEntity by calling so
that the positions status of
the VisibleEntity could be
updated Map::getChange() calls
the MapElement then attacking
a grid or attacking a specific
creature After all the
MapElement the the MapElement
is removed from the Map To sum
we are able to update the
condition for every
VisibleEntity in the scene by
requesting change information
from 
Map
 
section Old Previous Report
 
section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your sandbox
games and towerdefense On a
lower level the player is
unioning objects together to
make their base section
mechanics Mechanics The user
places cubes and towers in
order to prevent the enemy
spheres from destroying the
disco ball in the center of
the map The user places a cube
by left clicking on the ground
and tries to create structures
that will best defend the
discoball and kill off the
enemy The enemy can destroy
the towers and cubes that the
user places when towers fall
down they take damage meaning
that tall towers with lots of
shooting towers on them can
result in a large loss of
shooting towers when the ai
attacks it The ai behave
differently Some of them try
to race towards the disco ball
destroying anything that gets
in the way while others try to
destroy any blocks that come
in their thereby clearing a
path for other ai to attack
the discoball The below images
give a general sense of the
gameplay progression The
difficulty starts out low but
as the game progresses more
and more enemies spawn until
you are eventually overwhelmed
and your discoball gets
destroyed if the grid has a
the AOE damage dealt on the
grid by the attackers and the
AOE damage dealt on the grid
by the defenders Apart from
Map also stores an array of
current MapElement on the map
An MapElement is abstract an
of something in the it can be
a it also keeps track of the
VisibleEntity it corresponds
to in the scene Everytime it
fetches a list of changes of
VisibleEntity by calling so
that the positions status of
the VisibleEntity could be
updated Map::getChange() calls
the MapElement then attacking
a grid or attacking a specific
creature After all the
MapElement 
runs
 
section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your sandbox
games and towerdefense On a
lower level the player is
unioning objects together to
make their base section
mechanics Mechanics The user
places cubes and towers in
order to prevent the enemy
spheres from destroying the
disco ball in the center of
the map The user places a cube
by left clicking on the ground
and tries to create structures
that will best defend the
discoball and kill off the
enemy The enemy can destroy
the towers and cubes that the
user places when towers fall
down they take damage meaning
that tall towers with lots of
shooting towers on them can
result in a large loss of
shooting towers when the ai
attacks it The ai behave
differently Some of them try
to race towards the disco ball
destroying anything that gets
in the way while others try to
destroy any blocks that come
in their thereby clearing a
path for other ai to attack
the discoball The below images
give a general sense of the
gameplay progression The
difficulty starts out low but
as the game progresses more
and more enemies spawn until
you are eventually overwhelmed
and your discoball gets
destroyed if the grid has a
the AOE damage dealt on the
grid by the attackers and the
AOE damage dealt on the grid
by the defenders Apart from 
that
 
section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your sandbox
games and towerdefense On a
lower level the player is
unioning objects together to
make their base section
mechanics Mechanics The user
places cubes and towers in
order to prevent the enemy
spheres from destroying the
disco ball in the center of
the map The user places a cube
by left clicking on the ground
and tries to create structures
that will best defend the
discoball and kill off the
enemy The enemy can destroy
the towers and cubes that the
user places when towers fall
down they take damage meaning
that tall towers with lots of
shooting towers on them can
result in a large loss of
shooting towers when the ai
attacks it The ai behave
differently Some of them try
to race towards the disco ball
destroying anything that gets
in the way while others try to
destroy any blocks that come
in their thereby clearing a
path for other ai to attack
the discoball The below images
give a general sense of the
gameplay progression The
difficulty starts out low but
as the game progresses more
and more enemies spawn until
you are eventually overwhelmed
and your discoball gets
destroyed 
thumbnail
 
section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your sandbox
games and towerdefense On a
lower level the player is
unioning objects together to
make their base section
mechanics Mechanics The user
places cubes and towers in
order to prevent the enemy
spheres from destroying the
disco ball in the center of
the map The user places a cube
by left clicking on the ground
and tries to create structures
that will best defend the
discoball and kill off the
enemy The enemy can destroy
the towers and cubes that the
user places when towers fall
down they take damage meaning
that tall towers with lots of
shooting towers on them can
result in a large loss of
shooting towers when the ai
attacks it The ai behave
differently Some of them try
to race towards the disco ball
destroying anything that gets
in the way while others try to
destroy any blocks that come
in their thereby clearing a
path for other ai to attack
the discoball The below images
give a general sense of the
gameplay progression The
difficulty starts out low but
as the game progresses more
and more enemies spawn until
you are eventually overwhelmed
and your discoball gets
destroyed if the grid has a
the AOE damage dealt on the
grid by the attackers and the
AOE damage dealt on the grid
by the defenders Apart from
Map also stores an array of
current MapElement on the map
An MapElement is abstract an
of something in the it can be
a it also keeps track of the
VisibleEntity it corresponds
to in the scene Everytime it
fetches a list of changes of
VisibleEntity by calling so
that the positions status of
the VisibleEntity could be
updated Map::getChange() calls
the MapElement then attacking
a grid or attacking a specific
creature After all the
MapElement the the MapElement
is removed from the Map To sum 
up
 
section Old Previous Minecraft
was a close inspiration You
build really cool bases in
that game but the ai are
really dumb so you never get a
sense that you are desperately
defending some home base We
wanted to get that feeling in
our game We therefore set out
to have a minecraft like cube
placing scheme and to have ai
swarm and attack your sandbox
games and towerdefense On a
lower level the player is
unioning objects together to
make their base section
mechanics Mechanics The user
places cubes and towers in
order to prevent the enemy
spheres from destroying the
disco ball in the center of
the map The user places a cube
by left clicking on the ground
and tries to create structures
that will best defend the
discoball and kill off the
enemy The enemy can destroy
the towers and cubes that the
user places when towers fall
down they take damage meaning
that tall towers with lots of
shooting towers on them can
result in a large loss of
shooting towers when the ai
attacks it The ai behave
differently Some of them try
to race towards the disco ball
destroying anything that gets
in the way while others try to
destroy any blocks that come
in their 
way
 

Function Documentation

section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your base ( cubes  )
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their thereby clearing a path for other ai to attack the discoball The below images give a general sense of the gameplay progression The difficulty starts out low but as the game progresses more and more enemies spawn until you are eventually overwhelmed and your discoball gets destroyed if the grid has a box ( to implement box  gravity)
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their thereby clearing a path for other ai to attack the discoball The below images give a general sense of the gameplay progression The difficulty starts out low but as the game progresses more and more enemies spawn until you are eventually overwhelmed and your discoball gets destroyed if the grid has a the AOE damage dealt on the grid by the attackers and the AOE damage dealt on the grid by the defenders Apart from Map also stores an array of current MapElement on the map An MapElement is abstract an of something in the it can be a Cube ( defenders  )

Variable Documentation

section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places Also
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their thereby clearing a path for other ai to attack the discoball The below images give a general sense of the gameplay progression The difficulty starts out low but as the game progresses more and more enemies spawn until you are eventually overwhelmed and your discoball gets destroyed if the grid has a the AOE damage dealt on the grid by the attackers and the AOE damage dealt on the grid by the defenders Apart from Map also stores an array of current MapElement on the map An MapElement is abstract an of something in the it can be a it also keeps track of the VisibleEntity it corresponds to in the scene Everytime App
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their thereby clearing a path for other ai to attack the discoball The below images give a general sense of the gameplay progression The difficulty starts out low but as the game progresses more and more enemies spawn until you are eventually overwhelmed and your discoball gets destroyed if the grid has a the AOE damage dealt on the grid by the attackers and the AOE damage dealt on the grid by the defenders Apart from Map also stores an array of current MapElement on the map An MapElement is abstract an of something in the it can be a it also keeps track of the VisibleEntity it corresponds to in the scene Everytime it fetches a list of changes of VisibleEntity by calling so that the positions status of the VisibleEntity could be updated Map::getChange () calls the MapElement if
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their thereby clearing a path for other ai to attack the discoball The below images give a general sense of the gameplay progression The difficulty starts out low but as the game progresses more and more enemies spawn until you are eventually overwhelmed and your discoball gets destroyed if the grid has a the AOE damage dealt on the grid by the attackers and lastly
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their thereby clearing a path for other ai to attack the discoball The below images give a general sense of the gameplay progression The difficulty starts out low but as the game progresses more and more enemies spawn until you are eventually overwhelmed and your discoball gets destroyed if the grid has a the AOE damage dealt on the grid by the attackers and the AOE damage dealt on the grid by the defenders Apart from Map also stores an array of current MapElement on the map An MapElement is abstract an of something in the map
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their thereby clearing a path for other ai to attack the discoball The below images give a general sense of the gameplay progression The difficulty starts out low but as the game progresses more and more enemies spawn until you are eventually overwhelmed and your discoball gets destroyed if the grid has a the AOE damage dealt on the grid by the attackers and the AOE damage dealt on the grid by the defenders Apart from Map also stores an array of current MapElement on the map An MapElement is abstract an of something in the it can be a it also keeps track of the VisibleEntity it corresponds to in the scene Everytime it fetches a list of changes of VisibleEntity by calling so that the positions status of the VisibleEntity could be updated Map::getChange () calls the MapElement then attacking a grid or attacking a specific creature After all the MapElement the the MapElement is removed from the Map To sum we are able to update the condition for every VisibleEntity in the scene by requesting change information from Map
section Old Previous Report
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their thereby clearing a path for other ai to attack the discoball The below images give a general sense of the gameplay progression The difficulty starts out low but as the game progresses more and more enemies spawn until you are eventually overwhelmed and your discoball gets destroyed if the grid has a the AOE damage dealt on the grid by the attackers and the AOE damage dealt on the grid by the defenders Apart from Map also stores an array of current MapElement on the map An MapElement is abstract an of something in the it can be a it also keeps track of the VisibleEntity it corresponds to in the scene Everytime it fetches a list of changes of VisibleEntity by calling so that the positions status of the VisibleEntity could be updated Map::getChange () calls the MapElement then attacking a grid or attacking a specific creature After all the MapElement runs
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their thereby clearing a path for other ai to attack the discoball The below images give a general sense of the gameplay progression The difficulty starts out low but as the game progresses more and more enemies spawn until you are eventually overwhelmed and your discoball gets destroyed if the grid has a the AOE damage dealt on the grid by the attackers and the AOE damage dealt on the grid by the defenders Apart from that
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their thereby clearing a path for other ai to attack the discoball The below images give a general sense of the gameplay progression The difficulty starts out low but as the game progresses more and more enemies spawn until you are eventually overwhelmed and your discoball gets destroyed thumbnail
Initial value:
{Game1.jpg, Start}
\thumbnail{Game2.jpg, Mid}
\thumbnail{Game3.jpg, Enemy breaking through!}
\thumbnail{Game4.jpg, Dead...}
\section implementation Implementation of Interaction
We attempted to separate the graphics and the abstract representation of data.
The class Map handles the abstract representation of data. It uses a 3D array to represent the map in a grid. Four pieces of information is stored: the occupancy of a specific grid (indicating if it is possible to move an object to that specific grid)
Abstract representation of all the current elements in an instance of a game A Map is a collection of...
Definition: Map.h:444
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their thereby clearing a path for other ai to attack the discoball The below images give a general sense of the gameplay progression The difficulty starts out low but as the game progresses more and more enemies spawn until you are eventually overwhelmed and your discoball gets destroyed if the grid has a the AOE damage dealt on the grid by the attackers and the AOE damage dealt on the grid by the defenders Apart from Map also stores an array of current MapElement on the map An MapElement is abstract an of something in the map
Definition: mainpage.dox:136
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their thereby clearing a path for other ai to attack the discoball The below images give a general sense of the gameplay progression The difficulty starts out low but as the game progresses more and more enemies spawn until you are eventually overwhelmed and your discoball gets destroyed thumbnail
Definition: mainpage.dox:127
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their thereby clearing a path for other ai to attack the discoball The below images give a general sense of the gameplay progression The difficulty starts out low but as the game progresses more and more enemies spawn until you are eventually overwhelmed and your discoball gets destroyed if the grid has a the AOE damage dealt on the grid by the attackers and the AOE damage dealt on the grid by the defenders Apart from Map also stores an array of current MapElement on the map An MapElement is abstract an of something in the it can be a it also keeps track of the VisibleEntity it corresponds to in the scene Everytime it fetches a list of changes of VisibleEntity by calling so that the positions status of the VisibleEntity could be updated Map::getChange () calls the MapElement then attacking a grid or attacking a specific creature After all the MapElement the the MapElement is removed from the Map To sum up
section Old Previous Minecraft was a close inspiration You build really cool bases in that game but the ai are really dumb so you never get a sense that you are desperately defending some home base We wanted to get that feeling in our game We therefore set out to have a minecraft like cube placing scheme and to have ai swarm and attack your sandbox games and towerdefense On a lower level the player is unioning objects together to make their base section mechanics Mechanics The user places cubes and towers in order to prevent the enemy spheres from destroying the disco ball in the center of the map The user places a cube by left clicking on the ground and tries to create structures that will best defend the discoball and kill off the enemy The enemy can destroy the towers and cubes that the user places when towers fall down they take damage meaning that tall towers with lots of shooting towers on them can result in a large loss of shooting towers when the ai attacks it The ai behave differently Some of them try to race towards the disco ball destroying anything that gets in the way while others try to destroy any blocks that come in their way