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3D-Checkers

CPE 471 Final Project

A game of 3D-Checkers written using C++

Pressing the 'a' and 'd' keys will rotate the camera clockwise and coutner-clockwise respectively around the game board. Pressing the 'w' and 's' keys will move the camers up and down respectively. The mouse can be used to rotate the camera. By clicking the left mouse button and dragging the mouse around the scene, the camera will rotate in the direction of the mouse. The camera is bound to only be able to look down below the horizontal. It is also bound to not be able to go below the ground. Pressing the 'r' key will reset the entire scene to its original state, with all pieces in their original positions and the camera in its original location above player 1. Pressing the 'k' key when having the selecting tile over one of your own pieces will make it a king if it is not, and will remove the king if it already is one. The camera position is used as the light source, so as the camera moves, so does the light. The arrow keys can be used to move the selecting tile up, down, left, and right, with respect to the current player's starting view. When selecting a piece to move, only pieces that can have a valid location to move to can be selected. Valid selections color the selecting tile green, and invalid options color the tile red. When choosing a tile to move a piece to, again, only valid tiles can be choosen; valid tiles appear in green when the selecting tile is on them, and invalid tiles appear red. Pieces can only move according to legal checker rules, except double jumps. There are no double jumps. PLayers can only select pieces of their color. When a player's turn ends, the camera automatically shifts to the other player's side of the board. When a piece is jumped, it spawns an explosion of particles that is the same color as the piece that was jumped. When a king becomes a king legally, it spawns an explosion of golden particles at its position. Textures are used on the benches and the dogs on top of the rocks at the corners of the game board. There is also a textured skybox to give the scene a forest feel. The game pieces are hierarchically modeled and are also animated. The fans on the benches are also hierarchically modeled and animated in similar ways.

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