Nikki Kyllonen - kyllo089
22 November 2017
When this assignment was first described, I got very nervous because it sounded so difficult. Because of this, I was scared to start and got myself to just focus first on parsing and then move on from there. It took me a while to understand how to structure and go about this assignment. Every time I thought about trying to implement the requirements beyond just parsing I just forced the thought from my mind because I had no idea.
Once I began figuring things out -really once Professor Guy posted his example code- and I actually got to work on the graphics, I had a number of problems. After going in and having Dalton and Stephen tell me that I wasn't even binding a VAO or a VBO and getting that fixed, I had a lot of trouble rendering the map. I just couldn't get things to show up and I still don't quite know why, but after talking to Liam and listening to his recommendation to store my WorldObjects into a flattened 1D array of WorldObject* instead of a 2D array of non-pointers, I finally got it to render my map. I had a nagging suspicion that my storage was the problem since I wasn't storing the objects as pointers.
After that, things seemed to go fairly smoothly in comparison. Until the last day, today. I got really stuck on collision checking because I broke it when I tried to reorganize so that I could use KEY_DOWN and allow the user to hold down an arrow key in order to move. After fighting and struggling with it, I just reverted to my previous version (yay GitHub!!) and abandoned any dreams of continuous movement.
Controls:
SceneFile: nodoors.txt
5 5
0000G
WW0W0
0W0W0
0W0WW
S0000
SceneFile: door+key.txt
5 5
0000G
WW0W0
0WAW0
0W0WW
S000a
SceneFile: 10x10.txt
10 10
G000W00B00
W000WcWW00
W000WWWb00
W000000000
W000000000
W00WWWWWWA
WCWWWWWWW0
d0W0WWWeW0
WWW0000000
Wa00S0WWW0