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View Code? Open in Web Editor NEWText based adventure game, centered around traditional Japanese lore.
License: Apache License 2.0
Text based adventure game, centered around traditional Japanese lore.
License: Apache License 2.0
Factory classes should be static. Instantiating a factory makes no sense in the context of this system. Can someone please make the PuzzleFactory static?
Im not sure how this works so if someone could fill int he logic for this that would be wonderful.
Need someone to implement comparable in the Artifact class.
I've created an enum class inside hero to track status conditions. However, I need someone to go through the docs and add all possible status conditions to the possible enumerated types.
Loading game should have some sort of output.
I noticed in particular that Kitsune's Tail was randomly generated in a room. This shouldn't happen. There are certain items that are only dropped by bosses, Kitsune's Tail was one of them. This isn't super clear in the Artifact section in the requirements but if you check in the Monster section, the bosses have unique items that get dropped.
How many tries are we allowing for puzzles? I have them defaulted at 3. Should I leave them like that?
if a monster attacks you again it then you can kill it with just one hit
The final boss needs to be accounted for in the CombatMenu.
Add method to remove item from inventory. Must check to see if the item is "stacked" and if so just remove one instance of it and decrement one from the "stack."
Should have an option to overwrite old save.
We need to handle case if Hero dies. Not sure how to implement this, relies heavily on how the Menu system will operate. In DamageHandler.attackHero().
Need to handle case if Monster dies in battle. Item gets dropped into room, but we need to figure out how to alert that back to the UI thread. Problem exists in DamageHandler.attackMonster().
When selecting equip item (1), dialog appears that says "Which item would you like to drop." When selecting unequip item (2), there is a null pointer exception that breaks the game.
CombatMenu needs to handle the case of the boss with boots.
@CalebCrosbySears title says it all. Please address, thanks!
Exception in thread "Thread-15" java.lang.NullPointerException
at main.MenuSystem.InventoryMenu.unEquipItem(InventoryMenu.java:92)
at main.MenuSystem.InventoryMenu.mainPrompt(InventoryMenu.java:200)
at main.MenuSystem.MenuLoader$4.run(MenuLoader.java:174)
at java.lang.Thread.run(Thread.java:745)
After game over, should have a "press enter to start over" mechanic, or something similar.
....changing to the dining room had no output....
See TODO. Basically, input is not confirmed or denied. Bad input just keeps prompting without displaying error message or confirmation. Input should probably be limited to numbers instead of text which can be finicky with validation.
After an encounter with Maneki-Neko I killed the monster and when I viewed score after it still read 0. We should also have a way of viewing player health because it's unclear to the player what they're starting with and ending with.
Not really sure what to have for this....need suggestions, please comment.
This creature is supposed to disguise itself and then interact with the player in combat differently depending on its health and the Magic Mirror. Need to implement that mechanic.
Title says it all. Hero needs a function to teleport to a different room. Really only used for the boss that moves the player.
The Hero can have certain status effects get triggered by equipping/unquipping or having certain items in the inventory. We need to account for those conditions and add them in the equip/unequip artifacts and add/remove inventory items methods.
We need to implement something that accounts for if the stack is full for an inventory item, or if that's even necessary. This relates heavily to Issue #3.
after going to several different rooms and escaping combat, I tried to go to the west garden for a second time and then the menu listed the west garden for options 1 and 2.
Game.saveGame() needs to check if a file with the currentname already exists and act accordingly, rather than just overwriting it.
After dying and getting a game over, if you load a new game you end up back in the same room with the same data. This is because the Game object persists.
This creature can temporarily fly above the player, making it not attackable. Need to implement that.
When exiting game.
GameMenu.mainPrompt() automatically initiates combat if there is a monster. This isn't consistent with design. If it is, then we need to handle what happens if the user then flees. Do they never get to attack that monster again? Does the monster disappear? This is a design decision we need to make as a team.
I made some of the monster descriptions too long, output looks ugly. Need to shorten the amount of chars on each line.
When you select move rooms, you have to make a choice to move somewhere. Need to add the option to stay where you are.
As of now, the Hero has methods to equip artifacts. However, we need to handle the case if a weapon or armor is currently equipped. I don't recall this being specifically mentioned in the requirements specification. I think that the artifact currently equipped should be attempted to move to the inventory. If the inventory is full, it needs to be placed in the room that the Hero is currently in.
SearchRoomControl.searchRoom() throws a null pointer in the case that the artifacts array for the current location is null, or if there is no items in the room. It should throw an exception or something back to the caller (GameMenu) and then GameMenu should notify the user or skip over that option.
As of now, a new menu is opened immediately. It can be a little confusing. We should allow for a brief pause (just a second or two) before opening a new menu.
When saving the game after it prompts you to name the save file and the user submits the name by pressing enter there is a "NotSerializableException"
If the user has nothing in their inventory, it should display results. Input to view and access inventory is currently text based, should be numerical.
I can't seem to encounter anything but a Maneki something or other. Also, it just takes one hit (with fists, which is like 1 HP hit) and it dies. Furthermore, it doesn't seem to do any damage.
Estephanie mentioned she encountered something else. But I'm not convinced that the monster generator is working properly. Caleb, could you give another look at your Factory and make sure it's behaving properly? Debug and test, please.
The RoomLibrary is getting pretty out of control. 600+ lines of code is making it near impossible to manage and a pain to debug. Can we please look into refactoring this to load rooms dynamically instead of having everything hardcoded? The entire class should be able to be written in less than 100 lines, easy.
This isn't urgent, but would make life easier.
Some room descriptions are too long. Throughout the descriptions, there needs to be a /n and then a /t inserted. The first tab is already taken care of in the output, though.
IE the description
"A large hallway with wooden floors and pillars, filled with the bodies of your fallen friends."
became
"A large hallway with wooden floors and pillars,\n\tfilled with the bodies of your fallen friends."
When going to a room with an artifact it's confusing as to how the user would go about picking up the artifact because when you search room and see the artifact you're still in the main menu which gives no commands on retrieving the artifact.
When trying to move rooms, it just asks you for a text input. This is bad in a couple ways, primarily because the user has no idea what the names of the rooms are, as well as the fact that we would need to check for text validation. I propose that we make the rooms a numbered list and give them options based on that
Example:
What room would you like to travel to?
Also, I remember the client saying that they wanted north/south/west/east as directions, so that the player could draw a map. So if we could incorporate that, it would be awesome. For now, let's just fix this issue.
The Hero class has a method to add items to inventory. We need to decide what to do if the inventory is full, or if there is even a cap on the inventory. I think placing the item in the current room and then either throwing an exception or some other flag to alert the UI.
When I try to equip an item in the inventory menu, it asks which item I would like to drop? And then print out an item in my inventory, but no numerical system. Typing in input doesn't seem to do anything, with it randomly printing out "xxx is not a valid input please" and then asking me again to drop an item...
Inside every Room, there is an array of Doors. Inside every door, there is supposed to be an array of connected rooms (probably just size two).
As of now, the array of connected rooms are empty. This makes it impossible to move to any rooms. This is urgent, please fix!
The professor will be looking to make sure that code is documented. Right now, I'm the only one who has added any documentation. Can everyone please go through their classes and add Javadoc code? It would make it a lot easier to do things, especially since Eclipse can hot-display javadocs.
Title says most. Spamming enter through intro story causes bug at next menu.
Buggy, not really working.
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