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Merge branch 'master' of https://github.com/TheArzhel/orBit
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LICENSE.txt

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MIT License
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Copyright (c) 2018 Andres Ricardo Saladrigas Perez
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Copyright (c) 2018 Andres Ricardo Saladrigas Perez and Aitor Simona Bouzas
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal

README.md

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# orBit
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orBit is a singleplayer platfomer game made by Andres Saladrigas and Aitor Simona, two students od second year of Video Game Design and Development degree in UPC Barcelona, Spain.
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the gmae includes two levels, with usual mechanics. player can move right, left, jump and double jump
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The gmae includes two levels, with usual mechanics. player can move right, left, jump and double jump
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The game has been made using C++, using SDL and pugi libraries. The maps have been made using Tiled portable V0.17.
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## Installation
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Decompress the .zip file in any directory. Open the file directoy and double click on the executable.
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## Controls
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### Player movement:
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- A: move to the left;
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- A: move to the left
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- D: move to the right
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- W: while in GodMode going up
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- D: while in GodMode going down
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- SPACE: jump
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- SPACE in mid air: doble jump
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- F2: start from th beginning of current level
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- F5: save current state
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- F6: Load the previous state
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- F9: view collider
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- F10: GodMode
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- F9: view collider and pathfinding
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- F10: GodMode (allows to fly)
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- F11: Enable/Disable FPS cap to 30
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- 1: Go to 1st Stage
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- 2: Go to 2nd Stage
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## License
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© Andrés Ricardo Saladrigas Pérez
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© Andrés Ricardo Saladrigas Pérez and Aitor Simona Bouzas
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Licensed under the [MIT License](LICENSE.txt)
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## Innovation
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## Innovation First Assignment
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### Additional fetures added
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- Checkpoint collider: creating checkpoints to save progress. If player dies he will start from checkpoints
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- Animations on Tiled: all animations are in Tiled. Inside folder Game/animation. player animation is a xml file we read to interpret data
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- Player animations on Tiled: player animations are in Tiled. Inside folder Game/animation. player animation is a xml file we read to interpret data
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- Camera: Only tiles inside the camera are printed
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-Colliders: Only colliders that are in camera are checked in module collisions Update
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- Colliders: Only colliders that are in camera are checked in module collisions Update
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## Innovation Second Assignment
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### Additional fetures added
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- Collisions: Only colliders that are near an entity are checked. Update in module collisions.
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- Enemies Update Area: enemies update just when the enemy is in the player depth of field.
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- Enemies animations on Tiled: animations are loaded from a tmx defined in tiled.
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- Enemies position on Tiled: enemies position defined in tiled and loaded from tmx
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- FX: implemented sound effects to player.
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## Bugs fixed
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- Parallax based on camera: parallax now moves according to camera, not to player
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- Player collider: player collider smaller.
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- Collision: colliders are not changing Y position of the player.
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## Task List
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- Implement flying enemy (Andres)
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- Implement ground Enemy (Andres)
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- Implement entity module (Aitor)
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- Player to entity (Aitor)
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- Save enemies states (Andres)
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- Load enemies states (Andres)
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- Pathfinding enemies (Aitor)
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- Pathfinding module (Aitor)
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- Entity UML (Andres)
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- Framerate Control (Aitor)
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- Debug key FPS (Aitor)
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- Brofiler (Aitor)
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- Debug GodMode (Aitor)
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- README (Andres)
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- Title Window (Andres)
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UML.pdf

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