[Squeakland] missing from etoys?
Bert Freudenberg
bert at freudenbergs.de
Thu Nov 1 03:57:09 PDT 2007
Hmm, why don't you let the bullet clean up itself when it reaches the
edge of the screen?
"managing multiple bullets" seems the wrong approach to me, fire-and-
forget would manage itself.
- Bert -
On Nov 1, 2007, at 4:29 , Bill Kerr wrote:
> I've solved some of the problems but still have at least one big one
>
> SUCCESS:
> Can move and shoot at the same time
> Can make a single sound when shooting
> Can simulate a key press
>
> PROBLEMS:
> When I fire a second bullet the first bullet stops moving (main
> current problem)
> Can only create new bullets when an original bullet is on the
> screen (it would be nice to create from scratch but I suppose I can
> live with that)
>
> Each new bullet is automatically named bullet1, bullet2, etc
> My script sets the timer running for a newBullet (Player
> variable) . So when a second bullet is created then the first
> bullet stops.
>
> Each new bullet has its own player with it's own timer. So, what's
> a good way to manage firing multiple bullets and then tidying up as
> they reach the top of the screen or hit a target (without deleting
> all the siblings?) I'm finding that hard.
>
> I've put my project here:
> http://www.squeakland.org/project.jsp?http://www.users.on.net/
> ~billkerr/etoy/shooter1.010.pr
>
> prime
> self getNewBullet setHeading: 0.0.
> self getNewBullet setY: self getY + 10.
> self getNewBullet setX: self getX
>
>
> shoot
> World2 getLastKeystroke = '<up>' ~~ false
> ifTrue: [self setNewBullet: Bullet1 getNewClone.
> self prime.
> Bullet1 beep: 'clink'.
> Bullet1 startScript: #move.
> World2 setLastKeystroke: '<down>'] "simulate keypress"
>
> move
> Gun1 getNewBullet forward: 5
>
>
> (I haven't included the code that moves the gun left and right)
>
> I do have a delete siblings script which I use to tidy up but it's
> not integrated:
>
> deleteSiblings
> self tellAllSiblings: #delete
>
> Some bits of Karl's tutorial are dated but it was very useful -
> thanks. I had to go through and put newBullet in everywhere, it
> didn't work by just replacing <gun prime> with <gun's new bullet
> prime>, which is what Karl's tutorial seems to do. I had to replace
> each line of the <gun prime> procedure code with <gun's new bullet
> prime>
>
> At any rate, many thanks for the help
>
> --
> Bill Kerr
> http://billkerr2.blogspot.com/
>
>
>
> On Oct 29, 2007 7:06 AM, Karl < karl.ramberg at comhem.se> wrote:
> Bill Kerr wrote:
> >
> > I see making a shooter, eg. a space invaders simulation, as a nice
> > first game activity for children, one that many find highly
> motivating
> >
> I made a tutorial a long time ago about this.
> http://209.143.91.36/super/503
>
> I think there are some issues with the layout of images and the text.
> Also it does not use keyboard but the joystick morph.
>
> Karl
>
>
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