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Assignment #2
CpSc 481/681: Game Engine Construction
Computer Science Department
Clemson University
Brian Malloy
Sprite Animation
September 18, 2001

In order to receive credit for this assignment, it must be submitted, using the handin command, by 9 AM on Wednesday, Oct 3rd.

The purpose of this assignment is to provide an opportunity for you to animate a sprite. You should model your animation after demo 3 explained in Chapter 5 of the Parberry text book. In your code, you should have an Object class that encapsulates the information about the object that is being animated in your program. You may restrict your animation in a single direction and you can also restrict yourself to a single sprite.

You should begin thinking about a sprite file. In particular, you should begin thinking about how to construct a file containing the sprites that you will use in the game that you will construct as part of this course. A 2D game that does not crash, shows some degree of originality, and illustrates the techniques that we discuss in class, will be sufficient to get an A in the course. The techniques that your game should demonstrate can be restricted to those in the Parberry text.

Your program should work in a fashion similar to demo 3. Thus, the <esc> key should terminate the animation. You do not have to clip the sprite for this assignment. You should use the Timer class so that your animation will work the same on any computer, regardless of CPU speed and other hardware parameters.

The next assignment, #3, will use multiple sprites and clipping. After the third assignment, I would like each team to present the current state of their game.

I think I would prefer that you use the handin command, but if you prefer to send email we can do that. However, I would like us all to use the same approach for submitting the assignment.

The handin command works as follows:

handin.481.1 <asgn #> <files>
for example:
handin.481.1 2 *



 
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Brian Malloy
2001-09-18