Showing posts with label notes. Show all posts
Showing posts with label notes. Show all posts

Thursday, June 23, 2011

Walkthrough notes from todays class

As promised. Here are my Clown Click walkthrough notes. We left off at the Fourth iteration, and I have only posted notes from that point on. Good luck, and feel free to email me if you have problems.

e background
▼ ❑ fourth iteration
adding audio
▼ ❑ add sounds
• ❑ door closed
• ❑ clown clicked
• ❑ door clicked
• ❑ music
▼ ❑ Add to clown
▼ ❑ on left pressed
• ❑ play sound clownclicked
▼ ❑ Add to GameManager
▼ ❑ on create
• ❑ play sound music
▼ ❑ on Room end
• ❑ stop sound music
▼ ❑ Add to TrapDoor
▼ ❑ on collision with clown
• ❑ Play Sound doorClosed
▼ ❑ on left press
• ❑ play sound doorclicked
▼ ❑ fifth iteration
adding complexity: combo system
▼ ❑ Add to Clown
▼ ❑ on Create
• ❑ set variable combo_count to 1
▼ ❑ on Left Press
• ❑ set variable combo count to 1 and click relative
▼ ❑ change set score to this:
• ❑ combo_count*100
▼ ❑ on Alarm 0
• ❑ set Variable combo_count to 1 (don't click relative)
▼ ❑ sixth iteration
adding feed back to the combo system
▼ ❑ add to draw
• ❑ add a check variable Clown.combo_count
• ❑ add start block
▼ ❑ add execute script.
▼ ❑ add the same script as last time, but this time set like this:
• ❑ string(Clown.combo_count)+"x COMBO!!"
• ❑ 400
• ❑ 10
▼ ❑ add set vairable shaker to
• ❑ (shaker*-1)
▼ ❑ seventh iteration
make the combo indicator shake
▼ ❑ add to game
▼ ❑ add to create
• ❑ create a variable called combo_shaker
▼ ❑ add to draw
• ❑ below the variable check add a start block and an end block after the script execution
▼ ❑ set variable combo_shaker to
• ❑ shaker*-1
• ❑ DONE!