Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | Reworked falling objects | Starla Insigna | 2011-09-10 | 1 | -1/+1 |
| | | | | 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. | ||||
* | Made tutorial replayable | Starla Insigna | 2011-08-17 | 1 | -1/+0 |
| | | | | Closes #202 | ||||
* | Added tutorial mode | Starla Insigna | 2011-08-12 | 1 | -0/+26 |
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 |