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* Pulled in trunk changes because the iOS 6 bug was making it impossible to testStarla Insigna2013-01-021-7/+62
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| * Added support for gyroscope-based movement v0.4.8Starla Insigna2011-10-171-4/+59
| | | | | | | | Closes #230
* | Created a game mode managerStarla Insigna2011-11-301-13/+7
| | | | | | | | | | | | | | | | 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 Insigna2011-09-101-0/+2
|/ | | | 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.
* Added point multipliersStarla Insigna2011-09-101-2/+20
| | | | | | There is support for point multipliers for any game mode, but only Jump currently utilizes it. Closes #222
* Implemented Jump mode (BETA) jumpStarla Insigna2011-09-041-0/+1
| | | | | | 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 Insigna2011-08-251-1/+4
| | | | | | 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
* Added game quitting safeguard to pause screen (version 0.3.1) v0.3.1Starla Insigna2011-08-231-1/+11
| | | | | | Also replaced instances of the term "Cart Collect" in Tutorial with "Cartographic". Also modified level selection screen to remember your position in the list rather than simply the last mode you'd played. Closes #211
* Added pause checks to GameModeStarla Insigna2011-08-231-9/+18
| | | | | | Now GameMode actually checks if it's already paused before pausing. Fixes #210
* Added tutorial modeStarla Insigna2011-08-121-5/+107
| | | | | | | | 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
* Abstracted a lot of GameLayer's functionality outStarla Insigna2011-08-091-0/+78
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