| Commit message (Collapse) | Author | Age | Files | Lines |
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Also removed cluttering attributes "unlockCondition" and "starsToUnlock" from GameModeInfo because they're really not that generalized (and unlockCondition doesn't really make sense if locked game modes are invisible anyway). starsToUnlock can be replaced by simply putting if statements in to GameModeManager's setStars: and then unlocking modes based off that.
Completing the tutorial also now unlocks both Collect AND Jump. The idea is that we should make more than just Collect available at the start, and have only a few super hidden game modes that are unlockable; hence locked game modes being invisible.
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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
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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.
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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
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Both the Tutorial and Collect game mode selections can now be tapped to start playing the mode. Holding your finger down on a game mode darkens the image, to give the player feedback on the fact that they are touching a button. This only applies to unlocked game modes--not-yet-unlocked game modes are just sprites, not buttons, and do not react to touch. Note that the game mode does not yet transition in with the zoom in/fade in transition combo that is specified in the ticket.
Also fixed a bug that would, if the player hadn't yet unlocked Collect and then played the Tutorial, continue to show the grayscale Collect image even though the button was completely working and tappable.
Also changed Tutorial Mode to bring the player to the game mode selection screen upon completion instead of the main menu.
Refs #207
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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
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Previously, Tutorial Mode decided whether to display the "Game Over" bubble in the setLives method, which is called before the FallingObjectDelegate methods. This caused two bugs: A) showing a tutorial bubble pauses the scheduler and the didMissItem method would under certain circumstances attempt to schedule a delayed action, causing the game to stop processing the tick and jump to showing the tutorial bubble without removing the falling object. When the tutorial bubble got dismissed, tick would be restarted and the player would lose another life. B) didDestroyItem under certain circumstances would attempt to show a tutorial bubble and if the "Game Over" tutorial bubble had already been set, it would be overwritten with the new tutorial bubble, resulting in the "Game Over" tutorial bubble never being shown. Both of these bugs have been fixed by moving the "Game Over" bubble code out of setLives and into didDestroyItem.
Fixes #203, #205
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Closes #202
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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
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