Open GoogleCodeExporter opened 9 years ago
Original comment by asamg...@gmail.com
on 14 May 2012 at 3:54
This issue was updated by revision r954.
Added the functions DrawModel and LoadModel.
Original comment by asamg...@gmail.com
on 16 May 2012 at 7:04
This issue was updated by revision r956.
Added the function MoveAvatar.
Original comment by asamg...@gmail.com
on 16 May 2012 at 7:27
This issue was updated by revision r1018.
Added the class Moving2DAvatar to use a 2D model instead of 3D
Original comment by asamg...@gmail.com
on 17 May 2012 at 3:06
Original comment by asamg...@gmail.com
on 17 May 2012 at 3:07
Original comment by asamg...@gmail.com
on 17 May 2012 at 6:23
Class Moving2DAvatar review
1 - remove unused using statements
2 - change class to public
3 - declare instance variables private
4 - rename constructor parameters to meaningfull ones
5 - change Move(int value) to Move(Vector2 displacement) to allow the class to
more generic
6 - move it to the UI library
7 - edit Draw()
remove Microsoft.Xna.Framework namepath
Original comment by bishoyba...@gmail.com
on 23 May 2012 at 8:08
as per SD @ https://docs.google.com/file/d/0B3al591vzPWUZERRUkc5Zy1VS2c/edit
*The SD name should be written inside the sequence diagram
*The actor lifeline is not drawn, when you draw it do not draw an activation box
*No stereo types were used, stereotypes include
<<UI>>,<<engine>>,<<actor>>,etc...
*There is no class called !!
*On the arrow of the synchronous messages (or asynchronous) you should write
the method called with parameters passed not empty
*The return to the actor should be synchronous (dotted arrow)
NONE OF THE METHODS OR CLASSES MENTIONED IS THERE !!!!!
Original comment by mohamed....@gmail.com
on 23 May 2012 at 9:51
This issue was updated by revision r1560.
Commented the lines calling the avatar's move function.
Original comment by asamg...@gmail.com
on 24 May 2012 at 12:13
This issue was updated by revision r1561.
Completed the implementation reviewer's recommendations except no.6
Original comment by asamg...@gmail.com
on 24 May 2012 at 12:15
This issue was updated by revision r1598.
Removed the file Moving2DAvatar from this folder
Original comment by asamg...@gmail.com
on 24 May 2012 at 5:53
This issue was updated by revision r1600.
Added the file Moving2DAvatar to the UI Lib
Original comment by asamg...@gmail.com
on 24 May 2012 at 5:55
[deleted comment]
This issue was updated by revision r1603.
Resolved the lines calling the Moving2DAvatar
Original comment by asamg...@gmail.com
on 24 May 2012 at 6:19
This issue was updated by revision r1604.
Un-Commented the lines moving the avatars
Original comment by asamg...@gmail.com
on 24 May 2012 at 6:20
This issue was updated by revision r1605.
Updated the .csproj file
Original comment by asamg...@gmail.com
on 24 May 2012 at 6:21
Completed the implementation reviewer's sixth requirement
Original comment by asamg...@gmail.com
on 24 May 2012 at 6:28
please move the Moving2DAvatar class to Components and remove the experiment1
package from ui library
and change method Move to
Move(Vector3 value)
{
Position += value;
}
feel free to do the following
rename it to CustomAvatar
add Properties for rotation and scalling and handle them during drawing
Original comment by bishoyba...@gmail.com
on 24 May 2012 at 5:58
Vector2 value sorry for the typo
Original comment by bishoyba...@gmail.com
on 24 May 2012 at 8:23
change Date Written to be DATE WRITTEN in class moving2DAvatar
and add <returns>void: description to your methods</returns>
Original comment by michel.n...@gmail.com
on 24 May 2012 at 9:25
Original comment by asamg...@gmail.com
on 24 May 2012 at 11:46
Original comment by asamg...@gmail.com
on 25 May 2012 at 8:25
good work but
*The SD name should be represented as in
http://www.ibm.com/developerworks/rational/library/content/RationalEdge/feb04/31
01_figure1.jpg
*The actor drawing is preferably put on top of the actor lifeline not next to it
(ctrl + A) then down arrow to shift the whole SD down then move the actor on top
The user shouldn't Display Avatars but he "wishes/expects to see avatars" same
for MoveAvatars >> "see Avatars move when he moves"
*when you call bike1.Draw and bike2.Draw you should show the call to
SpriteBatch class
Original comment by mohamed....@gmail.com
on 25 May 2012 at 8:56
Original comment by asamg...@gmail.com
on 25 May 2012 at 9:47
Original issue reported on code.google.com by
asamg...@gmail.com
on 11 May 2012 at 11:51