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journal:spring2019:sepp:week8 [2019/03/14 12:06]
journal:spring2019:sepp:week8 [2019/03/21 00:23] (current)
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 http://​​pins/​ This shows you the relation between the pin name and the gpio number. http://​​pins/​ This shows you the relation between the pin name and the gpio number.
-To copy a file from one of the pi1b places to another, use scp -r pi1b_[number of place you want it from]:[the directory you want to copy] [location]+To copy a file from one of the pi1b places to another, use scp -r pi1b_[number of place you want it from]:[the directory you want to copy] [location ​to copy to]
 +You will have to know the password for the server you are copying from.
 +Time for another last minute journal entry! This past Thursday, we did something I have never done in a class before: played with raspberry pis! Our stupendous professor, the great Matt Haas, was wondering what to have us do in terms of learning new material, when he realized that he'd wanted to have a raspberry pi set up. He also knew he had the smartest group of students he'd ever taught with him for comporg and sysprog, so he brought out some raspberry pis and a breadboard to go with each one. In addition, he brought out a whole bunch of LEDs, wires, and other miscellaneous things. He already had one system set up at his table, and after giving us the ability to write code to the raspberry pi, he instructed us to create a binary counter using the eight LEDs he had hooked up to the system. After we figured out which pin went to each light (by trial and error) we all managed to devise our own methods for making a binary counter (mine was definitely the best :)   ). After that, there was a bit of time where we could mess around, so another student and I set up another system at one of the tables (since I have had previous experience with these, I helped the other student get a better understanding of the whole thing). Good thing the set up worked in the end. That would have been embarrassing if it hadn'​t. And that's all we did for that class! I can't wait for more fun in tomorrow'​s class!
 +Now, on to the part that I'm sure you are much more interested in: what progress have I made in PORTAL KOMBAT THIS WEEK?! That is a good question, so I'm glad you asked. I finally got around to creating the logic for the four sprite weapon of the Thing. The spear is now fully functional, and I also managed to rig up the collision detection for both players with all weapons! Oh yeah, I should probably say that I got all the weapons working for the second player as well. So, in short, I have a fully functional p v p game! However, that doesn'​t mean that I have a lot to do. There are so many things that I can do to continue to improve the game, and I also have two or three weeks left before the project is due, so I definitely will continue to add stuff. The first big change that I am adding to the game is a "Title Screen"​. Well, at this point, it's less of a title screen and more of a screen where the players get to pick which characters they want to play as. To this point, I have been able to set it up so that the four character sprites appear in a row with an arrow above them. By pushing the right or left arrow key, the player can move the arrow to whichever character they would like to play as. Then, they hit the select button, and the current sprite will disappear, and will be saved as the player'​s choice. At least, that's how it's supposed to go.
 +What has happened so far is that there is a bug so that the only sprite to ever disappear is the guy, so I still have to fix that, and the arrow moving logic for p2 is still a little messed up. There are a few bugs that I will have to clean up. However, those bugs are not my greatest concern at the moment. For some reason, doing all that stuff and then going into the normal game doesn'​t work very well. What I mean by this is that now the screen for the actual game is completely messed up, so I'm not sure what is going on there. It works if I just skip the Title Screen part, but something in the Title Screen messes up the way the PPU creates the background for the level. Another bug I will have to fix. 
 +Now, I can't leave without first mentioning how much I am in the debt of my illustrious professor, the great Matt Haas. When I first started making the Title Screen logic, nothing would appear. After working on it for at least fifteen minutes, I gave up and asked him for help, and within another half an hour, the problem had been solved. As it turns out, when you want to write stuff to the screen, you must make sure that the PPU is given permission (ResetScroll() and EnablePPU()). We also decided to just not use standard loops and instead made a label for the section we wanted to run over and over, and then had an if statement at the end that would tell the computer to goto the label. I've actually never used goto or labels in my own code before, so that was a good learning experience. Thanks, Matt!
 +I realize that I didn't mention any of my other mini-projects to work on to make my game better. The first one that I should work on is to fix a bug that is created if the player uses their weapon at the side of the screen. Currently, the weapon goes into an endless loop because the logic I currently have is never satisfied, so I definitely need to fix that. The next mini-project I have is to put a scoring system into the game so that players reach a point where there is a clear winner. I have created a little sprite to represent scoring, but I am holding off on incorporating it into the game until I have the whole selection/​Title Screen bug worked out. Hopefully, that will be soon! That is all I can think of to talk about right now, so I think I will call that GE (Good Enough).
 +That's all for now, folks!
journal/spring2019/sepp/week8.1552579570.txt.gz · Last modified: 2019/03/14 12:06 by sepp