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path: root/Classes/PointMultiplier.m
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* Reworked falling objectsStarla Insigna2011-09-101-36/+0
| | | | 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 Insigna2011-09-101-1/+1
| | | | | | 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/+36
There is support for point multipliers for any game mode, but only Jump currently utilizes it. Closes #222