Frogger: Write a C++ Allegro program, which runs in Dev C++, which plays the game Frogger. There are other websites too
Posted: Sun May 15, 2022 8:18 am
Frogger:
Write a C++ Allegro program, which runs in Dev C++,
which plays the game Frogger.
There are other websites too to learn it. Once you feel ready,
it is time to code.
The more features you add, the greater credit.
Use arrow keys to move,
Keyboard control
KEY_LEFT
Left arrow key
Move left
KEY_RIGHT
Right arrow key
Move right
KEY_UP
Up arrow key
Accelerate
KEY_DOWN
Down arrow key
Decelerate
Window size: 800 x 600 (preferred but 640x480 is
okay).
Background:
Use black for the street. The curb is purple (no fancy art
needed).
Scrolling: This is a single fixed-screen game.
Only have the road challenge, not the river challenge (unless
you insist on boosting credits).
Enemies & counter-measures:
Enemy cars (none=low credit, just moving horizontally= more
credit, variable speed=still more credit).
Start with 5 lives, count-down on screen (text indicator).
Time counter needed too on screen (text indicator).
Speed control on cars coming = more credit.
Use cars either from original game (a few small sprites,
borrowed from the original game)
OR use the GTA1 cars from our spritesheet (rotate BMP left in
Irfanview, so cars are vertical).
GTA1 cars = more credits.
Use discrete jumps for the frog vertically (easier).
Coding involves 1 big time loop.
Hint: Start simple, few features, get very bare game working,
then build-up to get more credits.
First, make a road. The road-lanes are discrete going
vertically.
For even more easy credit, have a midi file playing music while
we play the game. Get your midi file from the free collection:
vgmusic
Just use methodology from Harbour, chapter 6. It’s easy!
Deliverable: Attach everything as 1 zip-file, ready to
compile and run. (Use same directory path for main.c, graphics, and
midi files.)
Make sure its in C++ allegro
Write a C++ Allegro program, which runs in Dev C++,
which plays the game Frogger.
There are other websites too to learn it. Once you feel ready,
it is time to code.
The more features you add, the greater credit.
Use arrow keys to move,
Keyboard control
KEY_LEFT
Left arrow key
Move left
KEY_RIGHT
Right arrow key
Move right
KEY_UP
Up arrow key
Accelerate
KEY_DOWN
Down arrow key
Decelerate
Window size: 800 x 600 (preferred but 640x480 is
okay).
Background:
Use black for the street. The curb is purple (no fancy art
needed).
Scrolling: This is a single fixed-screen game.
Only have the road challenge, not the river challenge (unless
you insist on boosting credits).
Enemies & counter-measures:
Enemy cars (none=low credit, just moving horizontally= more
credit, variable speed=still more credit).
Start with 5 lives, count-down on screen (text indicator).
Time counter needed too on screen (text indicator).
Speed control on cars coming = more credit.
Use cars either from original game (a few small sprites,
borrowed from the original game)
OR use the GTA1 cars from our spritesheet (rotate BMP left in
Irfanview, so cars are vertical).
GTA1 cars = more credits.
Use discrete jumps for the frog vertically (easier).
Coding involves 1 big time loop.
Hint: Start simple, few features, get very bare game working,
then build-up to get more credits.
First, make a road. The road-lanes are discrete going
vertically.
For even more easy credit, have a midi file playing music while
we play the game. Get your midi file from the free collection:
vgmusic
Just use methodology from Harbour, chapter 6. It’s easy!
Deliverable: Attach everything as 1 zip-file, ready to
compile and run. (Use same directory path for main.c, graphics, and
midi files.)
Make sure its in C++ allegro