[Squeakland] missing from etoys?

Bill Kerr billkerr at gmail.com
Thu Nov 1 17:20:12 PDT 2007


thanks Bert, you are correct, I've got it working now

- Bill

On Nov 1, 2007 9:57 PM, Bert Freudenberg <bert at freudenbergs.de> wrote:

> 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 =3D '<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
> >
> >
> > _______________________________________________
> > Squeakland mailing list
> > Squeakland at squeakland.org
> > http://squeakland.org/mailman/listinfo/squeakland
>
>
>
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