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83 changes: 83 additions & 0 deletions Proposal/113590033-113590040/113590033-113590040-Proposal.md
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# Abstract
Game name : Super Mario Bros

Group:
- 曾衡昌 113590033
- 應尼歌 113590040

# 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.

# Development Timeline

### 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`.

**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.

### 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).

**Week 5: Tilemap & Static Collision**
- [ ] Implement a `TileMap` class for rendering levels efficiently.
- [ ] Implement AABB Collision Detection for solid ground and walls.

**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).

**Week 7: Items & Blocks**
- [ ] Implement `QuestionBlock` and `Brick` logic (breaking vs. bumping).
- [ ] Create item classes: Mushrooms and Coins with their own simple physics.

**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).

### 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.

**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`.

**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.

**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.

**Week 13: Advanced Sound & Feedback**
- [ ] Integrate Sound for jumps, stomps, and power-ups.
- [ ] Add background music using Music with looping logic.

**Week 14: Debugging & Refactoring**
- [ ] Refactor code for Encapsulation (ensure no public member variables).
- [ ] Fix "Wall Clipping" and "Corner Catching" physics bugs.

### 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.

**Week 16: Demo**

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是17、18周demo (第18周不用寫),第16周請安排進度

- [ ] Add visual feedback (particle effects for breaking bricks).
- [ ] Ensure smooth transitions between Game States.

**Week 17: Demo**
- [ ] Demo

**Week 18: Submission**
- [ ] Demo
Binary file added Proposal/113590033-113590040/PTSD Giraffe.jpeg
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