User Tools

Site Tools



This shows you the differences between two versions of the page.

Link to this comparison view

journal:spring2019:wprice2:week6 [2019/02/28 07:18] external edit
journal:spring2019:wprice2:week6 [2019/03/06 23:13] (current)
wprice2 [MONTH Day, YEAR]
Line 1: Line 1:
 =====comporg week6===== =====comporg week6=====
 ---- ----
-====MONTH DayYEAR====+====March 6th2019====
-Filler text- your entry goes here; remove ​this line to receive full credit.+While adding the shooting mechanisms for the asteroids game, I came to a particular crossroads. My first plan was to simply have 3 shooters on the left, right, and upper spots on the map out of view. The left and right shooters would move up and down while the upper shooter would move left to right. I wonder how the constant manipulations of the shooters would effect the run time of my game. More importantly however, it would be easy to discover the patterns and deduce when the asteroids would come before they were even shot out. I then decided that there should be multiple shooters on each side of the map. They would all stay in place next to each other and they'd fire in different speeds. Writing ​this general gave me an idea for another alternative. Does the code even need shooters for the asteroids? The shooters were being used for a position ​to shoot from in space. With a static map, we already know what coordinates there are so we could just send the asteroids to those coordinates and begin its voyage. Also, while the starting y-coordinate will be locked, the x-axis will be constantly changing so the asteroids fall at various points in the screen.
 =====sysprog week6===== =====sysprog week6=====
 ---- ----
journal/spring2019/wprice2/week6.txt · Last modified: 2019/03/06 23:13 by wprice2