| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
Closes #190
|
|
|
|
|
|
| |
You can now pause by tapping in the top half of the screen in any mode that supports pausing.
Closes #199
|
|
|
|
| |
Closes #231
|
|
|
|
| |
case numOfStars is over 3
|
| |
|
| |
|
| |
|
|\ |
|
| |
| |
| |
| | |
testing purposes
|
| | |
|
| |
| |
| |
| | |
Closes #230
|
| |
| |
| |
| | |
Closes #229
|
| |
| |
| |
| |
| |
| | |
Previously, falling objects on the wave floated through the ledges--now they destroy when they touch the ledges just like objects not on the wave. Falling objects also now only fall straight downward if they were dropped while the wave was active.
Closes #221
|
| |
| |
| |
| |
| |
| | |
riding back up on the wave
Fixes #228
|
| |
| |
| |
| |
| |
| | |
Also removed cluttering attributes "unlockCondition" and "starsToUnlock" from GameModeInfo because they're really not that generalized (and unlockCondition doesn't really make sense if locked game modes are invisible anyway). starsToUnlock can be replaced by simply putting if statements in to GameModeManager's setStars: and then unlocking modes based off that.
Completing the tutorial also now unlocks both Collect AND Jump. The idea is that we should make more than just Collect available at the start, and have only a few super hidden game modes that are unlockable; hence locked game modes being invisible.
|
| |
| |
| |
| |
| |
| |
| |
| | |
There is now one location for information relating to each GameMode instead of several places, so that info can be easily updated and propagated to, for instance, GameModeSelectionLayer. GameModes can also be specified by an info instance each owns. There's also a way to get an ordered list of game modes.
The three star game mode unlocking system has also been added.
Closes #213
|
|/
|
|
| |
Previously, every type of falling object had to have its own class that defined the object type's sprite, weight, and reaction to the cart/floor. This was pretty messy considering how many object types may only be used in one game mode--for instance, the many power ups in Power mode, once it's created, will never be used outside of Power mode. So, to increase customizability and decrease class clutter, game modes now use a FallingObjectFactory to define recipes (basically a sprite filename, a weight and an identifier) that can easily be built throughout the game mode using the identifier. FallingObjectDelegate is now used for all reactions to the cart/floor, rather than defining a standard reaction in the FallingObject subclass and then putting extra stuff in FallingObjectDelegate.
|
|
|
|
| |
Closes #227
|
|
|
|
| |
Closes #226
|
|
|
|
| |
Fixes #224
|
|
|
|
|
|
| |
Also increased the distance between ledges as the game goes on, and changed the sound point multipliers make when you catch them.
Closes #221, #223
|
|
|
|
|
|
| |
There is support for point multipliers for any game mode, but only Jump currently utilizes it.
Closes #222
|
|
|
|
| |
Closes #218
|
|
|
|
| |
Fixes #219
|
|
|
|
|
|
| |
The negative lives glitch was being caused by players being killed by two different things at once--a.k.a. being hit by a rock and falling off a ledge in Jump. The problem was that both game modes would only show the game over screen if the player had zero lives, not for negative lives. This has been fixed.
Fixes #220
|
|
|
|
|
|
| |
While this had no affect on the player, the game would sometimes randomly generate zero-width ledges when spawning ledges, which caused a whole ton of problems with the graphic generation and CCTexture2D and was the reason that the console was spammed with so many error messages when nothing bad seemed to be happening. The game would output the errors, drop the zero-width ledge and continue on as if nothing had happened.
Fixes #217
|
|
|
|
| |
Closes #216
|
|
|
|
|
|
| |
This revision should also hopefully fix the undefined behavior GameOverScene bug--if it, I'll reopen the ticket and continue investigating.
Fixes #215
|
|
|
|
|
|
| |
Previously, in Jump, when the game mode was created, one static ledge would always be generated safely under the player, and then when tick was first called, it would fill in the rest of the screen with ledges. While this did use to work fine, now that the game modes transition in, the player can see the ledges being added in when the transition ends so now there are two default ledges present when the level starts.
Refs #204
|
|
|
|
| |
Refs #207
|
|
|
|
| |
Previously, the game paused when it entered the background. Now, it pauses when the game is about to become inactive, which is the proper thing to do.
|
|
|
|
| |
Refs #204 and fixes #214
|
|
|
|
|
|
| |
The rate of dropped items now increases progressively like the speed of ledge scrolling. The scores at which two rocks and three rocks start appearing have also doubled.
Refs #204
|
| |
|
|
|
|
| |
Refs #204
|
|
|
|
| |
Refs #204
|
|
|
|
| |
Refs #204
|
|
|
|
| |
Refs #204
|
|
|
|
| |
Refs #204
|
|\ |
|
| | |
|
|\| |
|
| |
| |
| |
| |
| |
| | |
This is pretty much the same as the bug that was fixed in r15--CCSprite textures need different cache keys when they change, otherwise they won't change.
Fixes #212
|
| |
| |
| |
| |
| |
| | |
Dear god this is beta. I think I'll release a build for the testers soon so I can see what people think and then hammer out the bugs.
Refs #204
|
| |
| |
| |
| |
| |
| | |
It currently uses a temporary picture and is unlockable after reaching 5000 points in Collect, at which point a little notification appears at the top of the screen telling you that you've unlocked a new game mode. Also fixed a bug in GameMode with the iteration of objects that would cause the rest of tick to not be called because objects were removed from the set while it was being iterated over.
Refs #204
|
|\ \
| |/
|/| |
|
| |
| |
| |
| |
| |
| | |
Previously, when determining if the player had swiped upward for a jump in the Jump game mode, the game checked that the player had touched and moved upward a certain amount, with less than a certain amount of variance in horizontal position. However, this did not work well with the deeply-ingrained rotation aspect of the game, so the game was programmed to widen this allowed horizontal variance when the device was rotated. This really did not work too well, so now the game calculates an "expected" angle from the bottom of the screen based on rotation that it determines to point upward and also the angle of the player's swipe from the bottom of the screen. If the swipe angle falls within 45 degrees (π/4 radians) of the expected angle, the cart jumps. Really quite awesome if you ask me. :P
Refs #204
|
| |
| |
| |
| |
| |
| | |
So far, Jump exists as a blank world where the player can control the cart (including the ability to jump by swiping upwards) and where the water level rises for a bit and then falls, taking the cart with it.
Refs #204
|
| |
| |
| |
| |
| |
| | |
This revision increments the database version to 2.
Also fixed a small problem with GameModeSelection that aligned the highscore text incorrectly.
|