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<Super Mario Bros> Proposal #85
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Delete Proposal/113590033-113590040/README.md
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Revise proposal document with updated game details
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Update 113590033-113590040-Proposal.md
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Proposal/113590033-113590040/113590033-113590040-Proposal.md
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| # Abstract | ||
| Game name : Super Mario Bros | ||
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| Group: | ||
| - 曾衡昌 113590033 | ||
| - 應尼歌 113590040 | ||
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| # Game Introduction | ||
| Super Mario Bros is a classic 2D side-scrolling platformer developed by Nintendo. Players control Mario, a plumber, as he runs and jumps through various levels to rescue Princess Peach from the villain Bowser. The game features enemies, obstacles, hidden secrets, and power-ups, making it one of the most iconic and influential video games in history. | ||
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| # Development Timeline | ||
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| ### Phase 1: Planning & Physics Foundations | ||
| **Week 2: Concept & Requirements** | ||
| - [ ] Define "Mario Logic": Gravity constants, terminal velocity, and jump impulse values. | ||
| - [ ] Setup C++ environment: SFML linking, directory structure, and CMake configuration. | ||
| - [ ] Sketch the "Game Loop": `HandleInput` → `Update(dt)` → `Render`. | ||
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| **Week 3: OOP Design & Architecture** | ||
| - [ ] Create Class Diagram: `Entity`, `Player`, `Enemy`, `Tile`, `Camera`. | ||
| - [ ] Define Inheritance Hierarchy: `Entity` → `DynamicEntity` (Mario/Goomba) and `StaticEntity` (Blocks). | ||
| - [ ] Establish the `GameManager` to coordinate state transitions. | ||
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| ### Phase 2: Core Mechanics & Prototyping | ||
| **Week 4: The Kinematic Player** | ||
| - [ ] Implement horizontal movement with acceleration/deceleration logic. | ||
| - [ ] Implement the variable jump (height depends on button hold duration). | ||
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| **Week 5: Tilemap & Static Collision** | ||
| - [ ] Implement a `TileMap` class for rendering levels efficiently. | ||
| - [ ] Implement AABB Collision Detection for solid ground and walls. | ||
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| **Week 6: Combat System (Stomp Logic)** | ||
| - [ ] Implement vertical collision checks: Detect if Player is falling while colliding with an enemy's top bound. | ||
| - [ ] Handle Player state changes (Small Mario vs. Big Mario hitbox scaling). | ||
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| **Week 7: Items & Blocks** | ||
| - [ ] Implement `QuestionBlock` and `Brick` logic (breaking vs. bumping). | ||
| - [ ] Create item classes: Mushrooms and Coins with their own simple physics. | ||
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| **Week 8: Level Scrolling (The Camera)** | ||
| - [ ] Implement an `sf::View` based camera system. | ||
| - [ ] Implement "Camera Locking" to prevent the screen from scrolling backward (classic NES style). | ||
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| ### Phase 3: Expansion & Polishing | ||
| **Week 9: Enemy Variety & AI** | ||
| - [ ] Add different enemy types (Goombas, Koopas) using polymorphism for unique behaviors. | ||
| - [ ] Implement "Pit Deaths" and boundary checking. | ||
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| **Week 10: State Machine & UI** | ||
| - [ ] Add Start Menu, Pause, and Game Over screens. | ||
| - [ ] Display HUD: Score, Coin count, World number, and Timer using `sf::Font`. | ||
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| **Week 11: Sprite Animations** | ||
| - [ ] Implement an `Animation` manager to handle frame-switching for run, jump, and idle cycles. | ||
| - [ ] Handle sprite flipping (texture rect mirroring) based on movement direction. | ||
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| **Week 12: Level Expansion & Loading** | ||
| - [ ] Implement a File Parser to load level layouts from `.txt` or `.json`. | ||
| - [ ] Add the "Flagpole" logic to trigger level completion and score calculation. | ||
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| **Week 13: Advanced Sound & Feedback** | ||
| - [ ] Integrate Sound for jumps, stomps, and power-ups. | ||
| - [ ] Add background music using Music with looping logic. | ||
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| **Week 14: Debugging & Refactoring** | ||
| - [ ] Refactor code for Encapsulation (ensure no public member variables). | ||
| - [ ] Fix "Wall Clipping" and "Corner Catching" physics bugs. | ||
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| ### Phase 4: Testing & Finalization | ||
| **Week 15: Playtesting & Balance** | ||
| - [ ] Fine-tune physics constants (friction/gravity) for the best "game feel." | ||
| - [ ] Ensure level difficulty progression is balanced. | ||
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| **Week 16: Demo** | ||
| - [ ] Add visual feedback (particle effects for breaking bricks). | ||
| - [ ] Ensure smooth transitions between Game States. | ||
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| **Week 17: Demo** | ||
| - [ ] Demo | ||
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| **Week 18: Submission** | ||
| - [ ] Demo | ||
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是17、18周demo (第18周不用寫),第16周請安排進度