Declaring my Codebase

I’ve decided that I’d like to declare my codebase beforehand even though I’m entering the jam and not the compo.

First of all, I’m using a Rect class that I made for another project. It just implements collision detection and (very simple) collision response as well as a bunch of handy properties. I made it to use with Panda3D, but it works fine with any system where positive Y points up. (Or in the case of 3D, whichever axis you intend to use as the Y axis for the Rects)

I’ve put it on Pastebin as public domain, and anyone who would like a copy can pick it up here.

Also, I’m going to use a dirt-simple agent class that implements movement and has a collision box attached to it. It’s really simple, and I don’t want to code it yet again.

I will also be recycling a bunch of terrain classes that can place themselves on grids, can be placed in (single-tier) groups, and can construct collision boxes for themselves and place those on their global coordinates. I might possibly recycle some game world structure as well, which would be a base game world and very simple room structures.

I will not be reusing any old artwork, though, or any sounds. Just some boilerplate.

Anyone who wants to get the code that I’m using can find it in the Subversion repository for the project. (You can find a link on the game’s project page here)

(Don’t mind the project name / UNIX name mismatch, I’m renaming it but Sourceforge’s UNIX name changing is temporarily off-line for some backend work)

Comments

GreaseMonkey
18. Aug 2010 · 20:12 UTC
Ooh, Python 😀