Computer Science Canada Gravitational pull game |
Author: | TheOneTrueGod [ Tue May 02, 2006 8:50 pm ] | ||
Post subject: | Gravitational pull game | ||
Allright, the idea for this is entirely plagerized (Though I guess its not plagerism when I give credit... oh well) from holtsoft. They programmed it originally, and I decided to practice using classes by making this game. hope you enjoy ![]()
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Author: | upthescale [ Fri May 05, 2006 10:56 am ] |
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pretty amazing good job |
Author: | War_Caymore [ Fri May 05, 2006 12:41 pm ] |
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I'm not an expert programmer, but great job. Although it become impossible after about 15 tries. i suggest lowering the gravitational pull on the red planets, and mabey slowing it down a little bit. But i have no clue how to do that... jsut a sugestion. |
Author: | BenLi [ Thu May 11, 2006 3:39 pm ] |
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pretty cool, you should make the gravity puul proportional to the size of the planet, also, in the later levels, the sheer number of planets overwhlem me, the ball just kinda gets caught and dances back and forth between the planets, mayb3e you can fin other ways to make it harder |
Author: | Cervantes [ Thu May 11, 2006 4:31 pm ] | ||
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Good to see more OOP code. ![]() A few minor notes:
More to come when I actually run this program. ![]() |
Author: | Clayton [ Thu May 11, 2006 4:48 pm ] |
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not bad, however, i experienced a couple of problems: 1) later on the ball would get hung up between planets (mentioned above) 2) target planet got covered up by red planets at one point 3) you can start on a red planet if you have bad luck ![]() otherwise its not bad, good job, also, as mentioned above, gravity should be proportionate to size |
Author: | TheOneTrueGod [ Thu May 11, 2006 9:33 pm ] |
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Thaks for feedback. If you read the code, I do believe that the pull IS proportional to size, just very minutely, because otherwise the planets had too much of a pull on the ball. I didn't plan on people getting to like level 15, so I never actually tested that far ![]() @Cervantes, I didn't realise that the self keyword existed, or that you could declare a procedure with a pointer to itself in it. That would have made my life so much easier in some of these other programs ![]() Is there a site that I can see these conventions, because i've never heard of a lot of em ![]() |
Author: | Cervantes [ Fri May 12, 2006 8:57 pm ] |
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Well, the convention for Turing is basically what we, CompSci.ca, say. ![]() Really, Turing convention is pretty much just a meld of popular conventions. The pretty universal conventions (such as FirstLetterCaps for class names) are carried over to Turing. Java names variables likeThis, and many people use this naming scheme in Turing. I personally prefer naming variables with underscores, like_this. In this, "Turing convention" is lax. So if you want to see some Turing convention guidelines, just look at conventions from other popular languages. Anything that is pretty universal should be carried over to Turing (reason being that not carrying them over just means you'll have to get used to a different convention upon switching to a new language). Things that are less universal you get to take your pick at. Regarding self: Did I not talk about it in the classes tutorial? If not, I'll add it to Part II. |
Author: | zylum [ Sat May 13, 2006 2:30 pm ] |
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Cervantes wrote: Well, the convention for Turing is basically what we, CompSci.ca, say.
![]() Really, Turing convention is pretty much just a meld of popular conventions. The pretty universal conventions (such as FirstLetterCaps for class names) are carried over to Turing. Java names variables likeThis, and many people use this naming scheme in Turing. I personally prefer naming variables with underscores, like_this. In this, "Turing convention" is lax. its called CamelCase ![]() http://en.wikipedia.org/wiki/CamelCase |
Author: | Rocket [ Thu May 18, 2006 5:53 pm ] |
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nice but a few errors, not endingness, as well as the start starting on a red planet |