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path: root/Classes/JumpGameMode.h
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* Created score barStarla Insigna2013-01-041-0/+10
| | | | Closes #190
* Made pausing easierStarla Insigna2013-01-041-3/+1
| | | | | | You can now pause by tapping in the top half of the screen in any mode that supports pausing. Closes #199
* Reworked falling objectsStarla Insigna2011-09-101-2/+3
| | | | 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.
* Fixed jumping while paused in Jump modeStarla Insigna2011-09-051-0/+1
| | | | Refs #204 and fixes #214
* Tweaked difficulty of Jump modeStarla Insigna2011-09-051-1/+1
| | | | | | 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
* Implemented Jump mode (BETA) jumpStarla Insigna2011-09-041-0/+11
| | | | | | 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
* Improved jumping gesture detectionStarla Insigna2011-08-171-1/+1
| | | | | | 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
* Started Jump game modeStarla Insigna2011-08-171-0/+21
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