Thursday, April 14, 2011

Success!

Yesterday was a very successful day, after 5+ straight hours of coding. Some issues that were addressed are listed below.

Dungeon 3 Stuck Bug:
I finally changed the Dungeon 3 Stuck bug in the ticket tracker to 'wontfix' and made it a task related to the reimplementation of the puzzle doors instead, after last week's efforts to address it.
Text Overflow in Navigator:
I also added a task to the ticket tracker concerning the overflowing text in the Navigator. Again, last week's efforts yielded little success in that area with the discovery of pygame's text formatting limitations. Since I don't know how exactly the original developers want to deal with this, I figured it's better to just bring it to their attention on the tracker for now.
SVN commit Oops:
I edited some code and submitted it to our svn repos, and continued to work on my next task, when I realized the code was actually messed up. It's okay though, because I fixed it right away and re-commited the working code along with a "just kidding" addition in the comment to indicate the new revision works this time. I really wasn't kidding when I warned my group that I was the one mostly likely to break the code (and somehow overwrite the working editions). I'm still not entirely sure about svn usage, as far as reverting back to old revision and the merging of files, and I will look into that later. But the proper code was finally submitted.

On to good news...

Minor Typo:
I fixed the minor "forunute" misspelling in the MafhActivity.py file. No big deal. Fixed in both svn and official git repos. I used this as my tester commit since I discovered my key messed up for the git repos. I had to create a new one, following the same instructions in a previous blog entry, and then I had no problems using the instructions posted on our wiki's Getting Code page.
Messages in Navigator:
First I fixed the Heal messages, to say whether or not you actually healed after the magic heal command. That wasn't so bad. But it led to all sorts of other problems, and fixed some others at the same time. No more random '0's or blank messages leaving the player confused.
Battle Timer:
Turns out the battle timer doesn't actually work. It kind of still doesn't, but at least the game does more appropriate things now when the player is past their time limit. This relates to the messages, since I added some code that creates a "Time's up!" message. If the battle timer has reached its limit, the graphic will remain on the screen and the player will still be at the current puzzle or numerical input as before (nothing changes here). However, ANY action at this point will take them back to the previous menu, and show the "Time's up!" message, whether they enter a correct value or select the correct puzzle piece. While this may not be the best solution, since the ideal one would be to remove the timer graphic when time is up and return to the menu then with the message, this is a good starting point and worth committing. So I did. Especially after spending so much time on it.

Now what...
I updated the wiki Timeline to show my changes, and both the git and svn repos have all my committed fixes. As far as direct contribution to the Fortune Hunter project for the semester, I think I've basically completed my part. Our wiki page still needs some better modifications and organization to reflect our updates, so that's what I'll be working on for the next week, along with getting the other team members on board with their own commits.

Brittany submitted our poster abstract and started working on our poster presentation due next Thursday. Doing that alongside the final Prezi presentation should make both projects easier. Everyone in our group is mostly finished with their assigned tasks. Good thing too, since our last class is next week!

No comments:

Post a Comment