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minimonsters's Introduction

Howdy πŸ‘‹ I'm Jared Hettinger

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I'm a software engineer in Houston, TX. I'm a versatile developer with experience working on front-end, back-end, and native mobile projects. When I'm away from my computer I enjoy cycling, yoga, and learning new recipes.

Recent Projects

  • Β‘Lenguau! 🧿 Leng-wow! I built this project to help myself and a few friends practice English-Spanish vocabulary. Pick a game and a category and take off! The entire site and its README files are bilingual.
  • Call-Me-Ishmael πŸ‹ The hyphens are part of the name. This project has a chat window where you can send a text ("Call me, Ishmael") using HTML elements with various Angular event handlers. Learn how different HTML elements will behave, and how to avoid unexpected behavior for keyboard-focused or keyboard-dependent users.
  • Cat Summoner 🐱 Make new friends. Cat Summoner is a simple site where you can summon different cats and save their photos to your Catbook.

Start a conversation

  • Talk about a project β€’ Are you interested in how I implemented one of my projects? Do you have an idea for a project you want to rubber duck with someone? Let's talk about it.
  • Tell me about your favorite writer β€’ I didn't just study computer science in college, I studied English too! Tell me about your favorite writer, book, or short story. I'd love to hear.
  • Send me a pun β€’ They are always funny, and mine are always intentional.

minimonsters's People

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minimonsters's Issues

Develop the River

Five cards are drawn from the mainDeck and become available to be acquired every turn. This group is called the river.

Move things to the heap

Currently all objects are being created on the stack. Time to change that and send them to the heap.

Change readFile behavior in Deck.h

Currently in the text files cards are simply copy and pasted to add more copies to the game. There are several reasons to change this:

  • Duplicates make navigating the card files more confusing.
  • The process can create bugs, with some cards differing when they were intended as identical.
  • Copy and pasting is never good design.

Before each card title should be an int X the program reads and uses to add X many cards to the deck.

Implement Combat

Cards have the relevant information stored in order to be able to target cards from the river or to target the active villain. A lot more methods will have to be introduced later, so implement this in a separate header file that can manage combat.

Menu Screen

Create a menu screen that prompts the player if s/he wishes to play the game, read play instructions, read a thematic game description, read details about the creator(s), or quit.

Attacks from the villains

Each player has a life value, but it is a moot point since the active villain never attacks.

In addition to reducing players' life totals, the villains should also have attacks which create SCAR cards that go into the players' graveyards. These cards represent the wounds of battle and do absolutely nothing. If a player draws a new hand and one card is a scare, she is essential playing with a four-card hand.

Create Player class

Create a Player class. The class should be able to coordinate cards between a hand, draw pile, discard pile, and used cards. All of these groups can be internally handled as Deck objects.

  • The draw-pile will be what is mostly commonly associated with as the player's deck in tabletop games.
  • The hand will be exactly what it sounds like.
  • Used cards will be a very temporary limbo for cards that have been played this turn, and they should all be sent to the discard pile at the end of the turn.
  • The discard pile is where acquired cards first go and where played cards end up. When the played deck runs out the discard pile is shuffled and becomes the draw pile.

The player should also have a life total.

Game handling object

Need a class/header that can handle all of the gameplay elements, allowing a player to use his/her hand to target available cards, target a villain, play abilities, or pass.

Ability to target the villain

The game ends when all 6 villains are defeated.

Now that players can get cards from the river, the ability to target a villain should be relatively easy. However, defeating a villain should contain a bit of narration. This is a bigger even in the game.

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