This week I plan to finish the test and have at least 70% of the api code covered. We already have all signup, login, profile and delete account functionality tested and passing. I tried to include the tests in the travis-ci build but it seems to have problems with the neo4j service, neo4j is throwing this error:
Uncaught error when processing result: Neo4jError: 140223444313984:error:140770FC:SSL routines:SSL23_GET_SERVER_HELLO:unknown protocol:../deps/openssl/openssl/ssl/s23_clnt.c:827
And I just don’t know why, should I just remove the https code when the code is being executed in travis? Maybe it’s because it does not find the key and certificate, but I don’t see why that would be the case, I’ll try again anyway.
This week I started helping with the testing. I solved the issues that they were facing with the cookie. Marco is creating the web application and, when he was developing, found some bugs in the api, these are already fixed. Marco (and someone else that I’m not aware of, I guess) integrated the firebase chat to the app. That’s nice, altough it’s kind of ugly, but hey, it works.
We know we may have some security issues, in the chat and some parts of the api, but no can do, we are aware of that and will not fix it, we have to finish the things that we need to present in the demo.
This week me and Miguel worked with internationalization of the game, Miguel worked on the different string for the levels, a general way of handling them, and I did the selecting of the language from a querystring in the URL, and loading the strings that would be shown in the menu. With this features done, we’re just going to be designing and testing new levels.
This week we’ll be working on making our game a bit more international by displaying strings based on the language. I’ll also be recording more audio for the game and report on that at the end of the week.
I’ve recruited some voice actors, those being my classmates, and asked them to perform questionable sounds. Using a globally defined object, SOUNDS, I load the soundfiles and play them whenever they are needed. As of now we have the following sounds: background music, jump, bounce off surface, firing a projectile, and killing an enemy.
In order to play sounds client-side I researched what libraries could be used to do that without adding that much processing to the browser. And so I came onto p5.Sound, another p5 library, yep. Is there anything that isn’t done by these guys.
What does p5.Sound do?
p5.Sound allows the browser to preload SoundFilesand then call them to be played wherever in the scope that the sound was stored, since we’re using p5.SceneManagerthese sound files will be preloaded as the first scene loads, so that then whenever they’re called in the code, the SoundFile is ready to play. For background music I’ll be looping a song using a SoundLoop.
Next week will be dedicated to this coding and sound-searching.
This week on It’s not raining, it’s still, in fact, not raining. Me and Barro are going to work on adding some kind of sound effects to the game, as well as background music. It’s time to look for CC Licensed music.