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Week2 #2
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Noratho
commented
Dec 2, 2020
- Linked physics and graphics engine
- a lot of character data structuring
- created json integration for character data
- created frame based input detection to detect combination inputs
- created input parser skeleton
- created a large chunk of the character json
… created generate map method
…reated skeletons for generate player and parse input
…throw for more specification on moves. I also created default constructors and added json parsing macros.
…throw for more specification on moves. I also created default constructors and added json parsing macros.
switch (event.getCode()) { | ||
case ci::app::KeyEvent::KEY_r: |
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Instead of pushing back strings, an enumeration would be more readable and faster. Also, don't forget to remove the hardcoded 5.
Also, why did you choose to push the moves back to a list instead of just calling the relevant functions when a key is pressed?
namespace visualizer { | ||
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//add color value to customize |
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Don't forget that documentation goes in the .h file as a CDoc, not as an inline comment in the .cc file. This also goes for the comment on lines 11-12.
Also, despite your dislike for semantics, yours has actually improved a lot. I'm impressed.
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b2Shape::Type shape_type = fixture->GetType(); | ||
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if (shape_type == b2Shape::e_polygon ) { |
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if (shape_type == b2Shape::e_polygon ) { | |
if (shape_type == b2Shape::e_polygon) { |
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void visualizer::CinderMap::Render() const { | ||
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int color_differentiator = 0; |
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It's acceptable to just use diff
in names, for brevity.
@@ -4,24 +4,58 @@ | |||
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#pragma once |
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Notes on commit messages:
- Don't repeat them.
- Don't write them in first person (don't say "I also...").
- If you want to mention two things you did in one commit message (which should ideally only be when the two things were somewhat minor/did not involve a lot of code), you can just separate them with a semi-colon; using "as well as" is fine, but it might cause trouble later when you're trying to keep your message under 50 characters.