Billboarded Texture
XML-defined maps
Simple Raycasting
Dialogue system
Recoil weapon system
In Meow-sion Impossible: Doom, I implemented a billboarded texture system to ensure that 2D sprites always face the camera, creating a more immersive and dynamic environment. The implementation involves calculating the billboard matrix based on the camera's model matrix and the sprite's position, ensuring that the sprite remains oriented toward the camera.
I utilized XML files to define maps and actors in Meow-sion Impossible: Doom to streamline the development process and improve modularity. This approach allows for easy modification and extension of game elements without requiring extensive code changes. The XML files contain detailed definitions of maps, including spawn points, textures, and actor properties such as health, faction, collision parameters, and different animation groups.
To create engaging and interactive storylines, I developed a dialogue system for Meow-sion Impossible: Doom. This system manages the display and progression of dialogue messages, allowing players to advance through conversations by pressing specific keys or buttons. The implementation includes features such as updating the current message based on player input and handling the transition between different messages.
For efficient collision detection and response, I implemented a simple raycasting system. This system uses 2D raycasting to detect collisions between the player's weapons and enemies or environmental obstacles. The implementation involves tracing a line from the weapon's starting point in the direction of the shot and checking for intersections with other game objects.
The algorithm navigates grid-based environments by leveraging ray slope properties to systematically progress through potential collision points. The system pre-calculates distinct x and y crossing intervals based on the ray's trajectory, then iteratively:
Advances to the nearest grid boundary (x or y axis) using pre-computed delta distances
Updates current grid position upon each boundary crossing
Performs collision detection on the new grid cell
Compares accumulated travel distance against maximum ray length. Make sure the travel distance is always smaller than maximum ray length.
To enhance the realism and challenge of combat in Meow-sion Impossible: Doom, I implemented a recoil weapon system. This system simulates the kickback effect of firing weapons, affecting the player's aim and requiring them to compensate for the recoil. The implementation involves applying an offset to the player's orientation based on the weapon's recoil amount and duration, creating a more realistic and engaging combat experience.
Use SMG when I am not pressing move buttons