![]() Michael Haungs is a professor at California Polytechnic State University, San Luis Obispo, where he teaches and conducts research in game design, game development, web application development, and distributed systems. However, Packt Publishing cannot guarantee the accuracy of this information. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. However, the information contained in this book is sold without warranty, either express or implied. ![]() ![]() No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.Įvery effort has been made in the preparation of this book to ensure the accuracy of the information presented. Implementing game difficulty settings and HUD controlsĪll rights reserved. The interactive entertainment iterative development process Interactive Application Design and Theory Hidden-sprite collision detection methodsĥ. I still don’t know how to use Greenfoot for the sort of tasks needed for OCR GCSE computing yet, but I’m left far more optimistic that there will indeed be a way, as well as admiring the way that Greenfoot helps the student understand, from easy to access code documentation through layout tools to code completion.Support files, eBooks, discount offers, and moreĭownloading the color images of this bookĬalling setImage() based on Actor locationĭynamically creating actors in ZombieInvasionWorldĭetecting a collision with a single objectĭetecting a collision with multiple objectsĭetecting single-object collisions at an offsetĭetecting multiple-object collisions at an offset In this session (videos 11-16 from Mik’s blog) a lot has been covered, from the simple steps needed to add sound effects to the game to some massive concepts involving references and object interactions, and on the way we’ve seen a couple of ways that the learner can be helped to focus on the concepts they need to learn rather than getting bogged down in details they just don’t need yet. At this point we also see how to add objects to the world object using code rather than by placing it manually.Ī few adjustments to the point scoring process leaves a complete playable game. The turtle needs to be able to access the counter, and so we learn about constructor methods, and how to pass the world’s counter reference to the turtle. We can then use that class by adding it to the world and calling its methods without worrying how they’re implemented, although the curious can always take a look. ![]() At this point in learning the code for a counter object is given, which is another good way of protecting the learner: sometimes you want them to be able to add and use a new class without having to create it, and in this case it’s as simple as copying the code from a text file and pasting it into the new empty class. This produces an interesting new ability, that of creating objects on the fly. This means we have to learn how to create a new bug, obtain the reference to the world and pass the bug reference to that world to make it appear somewhere random. Then we need to tell the turtle that when it eats a bug we want another bug to appear in the world somewhere random. We add code to the turtle telling it how to eat the bug and add to the score. We add a new animal class, a Bug, whose code is mostly copied from the snake as we want it to move by itself. Then comes getting objects to talk to each other. We’ve taken the basic game of turtles moving around and eating lettuces, while being chased by snakes, added a variable to count the number of lettuces eaten and end the game at a set number of points and now we’ve added sound. Now it starts getting much more interesting.
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