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* Pulled in trunk changes because the iOS 6 bug was making it impossible to testStarla Insigna2013-01-021-0/+10
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| * Added support for gyroscope-based movement v0.4.8Starla Insigna2011-10-171-0/+10
| | | | | | | | Closes #230
* | Created a game mode managerStarla Insigna2011-11-301-0/+24
| | | | | | | | | | | | | | | | 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
* | Reworked falling objectsStarla Insigna2011-09-101-37/+7
|/ | | | 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.
* Modified behavior of falling objects in Jump v0.4.5Starla Insigna2011-09-101-0/+4
| | | | | | 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
* Added point multipliersStarla Insigna2011-09-101-0/+10
| | | | | | There is support for point multipliers for any game mode, but only Jump currently utilizes it. Closes #222
* Added zoom/fade transition to selection screenStarla Insigna2011-09-051-0/+6
| | | | Refs #207
* Added back support for the armv6 architecture v0.4.3Starla Insigna2011-09-041-3/+12
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* Pulled in jump modeStarla Insigna2011-09-041-4/+4
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| * Upgraded TestFlight SDK to v0.6Starla Insigna2011-09-021-4/+4
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* | Implemented Jump mode (BETA) jumpStarla Insigna2011-09-041-4/+19
| | | | | | | | | | | | 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
* | Added Jump to selection screenStarla Insigna2011-08-251-9/+25
| | | | | | | | | | | | 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
* | Merged in changes from default branchStarla Insigna2011-08-241-0/+18
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* Pulled in level selection screen (version 0.3) v0.3Starla Insigna2011-08-231-3/+115
|\ | | | | | | Closes #207
| * Integrated TestFlight SDKStarla Insigna2011-08-221-3/+115
| | | | | | | | See https://testflightapp.com/sdk/doc/
* | Added a UIPageControl to the level selection screen selection_screenStarla Insigna2011-08-231-0/+2
| | | | | | | | | | | | The page control updates when you swipe through the levels, but tapping it does nothing. I initially attempted to implement scrolling by tapping on the page control, but for some reason, it worked perfectly in the simulator and only randomly on the iPhone. Very weird. Refs #207
* | Added scrolling to level selection screenStarla Insigna2011-08-231-6/+34
| | | | | | | | | | | | | | | | Using http://www.xcombinator.com/2010/09/08/a-paging-uiscrollview-in-cocos2d-with-previews/ as a base, I was able to implement a paging scroller for the level selection screen so players can swipe through available levels and choose one to play. At this point, the level selection screen is practically done--the only other thing I want to add is a UIPageControl to interact with the scrolling and give the player an indication of how many levels there are. Refs #207
* | Added borders to level selection imagesStarla Insigna2011-08-221-16/+6
| | | | | | | | | | | | | | | | | | | | The image for each level selection now has a tutorial bubble-esque border around it, which was achieved using image masking. The border is included in the graying-out effect when the image is being tapped, and it is also included in the grayscaling when the level is not yet unlocked. Also rewrote most of the selection drawing code. The titles are now drawn above the image, with Quartz instead of Cocos2D. The highscore label is also drawn with Quartz, though it is still below the image. The unlock condition label no longer appears, and instead, locked levels are now tappable and tapping them shows an alert view containing the unlock condition. Will probably be changed to be more elegant later. Really, the biggest thing left before the selection screen is done is the ability to scroll through levels. The background also needs changing, but that will come later once I recruit a graphics designer. :P Refs #207
* | Started game mode selection screenStarla Insigna2011-08-181-0/+48
|/ | | | | | So far, tapping "New Game" shows a screen with two game modes: the tutorial and the classic collect. They both have pictures and Collect's is grayscale if it hasn't been unlocked yet (a.k.a. the tutorial hasn't been completed yet). Also, Collect's title is replaced with question marks and the text "Beat the tutorial!" is shown if it isn't unlocked--if it is unlocked, the player's highscore, if they have one, is shown. A "Back to Main Menu" button is also present. Neither selection is as of yet tappable, and neither picture yet has a border. You cannot scroll through modes yet either. Refs #207
* Renamed project to "Cartographic"Starla Insigna2011-08-182-0/+1732
Closes #206