Alpha Release Document


Introduction


To view and play the game, please go to the GitHub page and open the project in the folder Space Crusaders. Transfer this to the iPad and it should work as expected.

UML


The UML documents we created earlier were designed for the alpha release, and thus do not contain the barebones menu that we have added. The implementation in general matches the architecture design. See our Architecture Design Package for all the diagrams, with descriptions of how it works.

Tests


There are a number of bugs in our alpha that we must resolve:

  1. Play Button Animation: The play button is currently animated using a texture atlas. For some reason, this sometimes gets stuck in an intermediary texture, resulting in a warped-looking Play button. Also, the animation can be pressed repeatedly, causing (in extreme cases) the game to eventually crash.
  2. Stop Button Functionality: The stop button currently returns the spaceship to the start state. However, if there are still actions to be done, these actions will then run after the spaceship has returned. We must make this stop button cancel all later actions and then return to the start state.
  3. Fuel Cell Edge Cases: You can currently swipe away an empty fuel cell, which the game logic translates as swiping away a different cell. The animation for that other cell will not run, but the next time you fill a cell, it will fill from that point. We need to make a check that you only swipe up from a cell that has been chosen.

User Guide


To run our game, first get the executable on the iPad as described above. Then, simply run it. Press play on the menu to enter the game. Then, use the bottom squares to choose your fuel cells; these determine which paths your spaceship can take (it burns through cells from left to right). The goal is to get to the final state, which has a path leading off-screen from it.

Presentation


If you would like to view our presentation slides, including notes on what we would talk about, click here.