Welcome to my Programming Blog...

I am currently working on a couple of projects: An original game called "Implosion" which I am porting from Flash to the iPad, and a remake of Q*bert in Python (pygame), as part of the class I am teaching. Please feel free to use the "Labels" (at right) to follow a specific project or theme. If you are one of my Python students, I recommend that you check out the Python thread.

Friday, January 7, 2011

agenda for Friday... and beyond!


Agenda for the next few days:
Short term:
  • A couple of brief modifications to make things easier later...
    • import CCSpriteHelper
    • make a permanent variable for the SpriteBatchNode in HelloWorldScene.h
    • make getSprite and getPosition functions in the PlayerShip, PlayerBullet, and EnemyShip classes
  • Make lots of bullets when the player presses the button.
    • Remove the “exampleBullet” variable from HelloWorld.
    • Add an NSMutableArray variable to HelloWorldScene.h (since we’ll want to access this list in several situations).
    • Initialize the list of bullets in HelloWorld’s “init” function.
    • In HelloWorld’s update: function, check whether the button is pressed
      • if so, create a new bullet and add it to the list.
      • correct timing issues... you’ll see what I mean!
  • Make the bullets delete when they go off the screen.
    • In HelloWorld’s update: function, go through the list of bullets and remove any bullets that have gone off the screen from the list and from the screen.
  • Make a bunch of enemies and get them moving.
    • Add some code in EnemyShip’s update: function to make it move erratically.
    • Remove the “exampleEnemy” variable from HelloWorld.
    • Add an NSMutableArray variable to HelloWorldScene.h.
    • Initialize the list of enemies in HelloWorld’s “init” function and put some enemies in it.
  • Make the enemies disappear if a bullet hits them.
    • Create a new function in HelloWorld called checkForBulletEnemyCollisions.... at the end of HW’s update: function, we’ll say [self checkForBulletEnemyCollisions];
    • In this new function go through the list of bullets, one by one. For each bullet, go through the list of enemies one by one, and see whether their sprites overlap. If so remove ‘em!
Coming up, in no particular order: 
  • Animating the sprites - give the monsters googly eyes!
  • Putting words on the screen - e.g., the score
  • new project: Designing larger worlds with TileMaps
  • Particle Effects - very cool!
  • Discussing how to plan to write a game...

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