| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
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
|
|
|
|
| |
Closes #202
|
|
|
|
| |
Fixes #189
|
|
|
|
|
|
| |
A shell script that is run before building now automatically sets the build number of the package to the current revision number, plus a value that increments on every build if the code is dirty (a.k.a. has been modified since being committed).
Also changed the project to automatically use the correct provisioning profile when codesigning instead of having to change it every time the provisioning profile changed.
|
|
|
|
|
|
|
|
| |
GameLayer was also renamed to ClassicGameMode and its pause functionality and score/lives counters were moved out to GameMode. FallingObjectDelegate was created to allow for custom code to be run when items were caught/missed, something that is used extensively by tutorial mode.
Important: Cart Collect's bundle identifier was changed in this revision from com.fourisland.Cart-Collect to com.apatheticink.Cart-Collect, so ensure that before attempting to compile/run this build, you clear your build directory and remove the old version of Cart Collect from your device.
Closes #193
|
|
|
|
| |
Previously, as we did not possess an Apple Developer Account, Cart Collect was configured to easily allow jailbroken development and testing. However, as we now have a developer account, this is no longer necessary and Cart Collect has been configured to codesign legitimately.
|
|
|
|
|
|
|
|
| |
In order to prepare for tutorial mode (and eventually, the other game modes), a lot of GameLayer's functionality (reading the accelerometer, moving the cart, moving falling objects, reacting to collisions…) has been abstracted out to FallingObject and subclasses of FallingObject, as well as a new Cart class, and GameMode, a new superclass of GameLayer. The only things that were not abstracted out that probably will be in the future are the pause functionality and the tutorial bubble functionality (which will in fact be moved to the tutorial mode class).
A lot of work was also done to cut down on compiler warnings and a lot of #imports were moved from header files to implementation files because I realized THAT'S HOW YOU'RE SUPPOSED TO DO IT.
Refs #193
|
|
|
|
|
|
|
|
| |
GameLayer now has support for pausing game flow and displaying a tutorial bubble that the user can tap to dismiss. No code has been written, however, to make use of this, because I think it may be simpler to abstract GameLayer out somewhat and create a separate game mode for the tutorial. Deliberation required.
PauseLayer has also been removed and the behavior has been brought into GameLayer.
Refs #193
|
|
|