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    Posts Tagged ‘Diodontidae’

    Diodontidae – postmortem

    Posted by
    Saturday, May 2nd, 2009 10:07 pm

    I believe a better name than post mortem would be lessons learned, so let’s see my lessons learned from the  competition. I would love to read this before the compo, as I can’t make the time go backawards, let try at least to help other newbies.
    1. create the menu navigation at the start of the competition
    As I was fighting agains some physics problems during the development process most of the menu was left behind. Then I realized 30 minutes to the end that my menu would be an image =) and a play button…

    The lesson on this would be, use time in the middle of the nightmares to do these brainless activities, because what can go wrong while build a menu ? =)

    2. draw in the paper build and color in the computer
    That helped alot, I save my day manipulate the lines with inkscape, but … in order to slice images I have a nightmare with inkscape, go with Gimp works as a breeze

    3. dont split images, let the engine split for you
    ahhhh I spend some hours cutting images lol !!, could use something like http://love2d.org/docs/love_graphics_draws_1.html to draw a subsprite of the image …

    4. make physics work for you
    Oh Well after the physics hit me in the head, I learned some details and was able to make it work in a decent way, special note for the boats that hang around over the sea, for that I created a sequence of x,y that is the path to the boats, and I try to follow the path, I believe if I make the water line as an object and change its group to only colide with the boat would be the best to move the boat around.

    5. clean the tables in one place only.
    Not sure why, buit when I was removing items from my objects list in teh collision handler the LOVE was just crashing … workaroiund that I found : flag to items to be removed and remove in the update() method and one by one from each table, this is call at the end of the update() for each cleanable table :

    [code]--- clean the tables
    function cleanTable(table2Clean)

    for n=1,table.getn(table2Clean),1 do
    if table2Clean[n].dirty ~= nill then
    table2Clean[n].poly:destroy()
    table2Clean[n].body:destroy()
    table.remove( table2Clean, n )
    break
    end
    end
    end
    [/code]

    and at the collision handler, I dont remove the pig from the list, just flag it
    and I believe that this would be a nice way to animate the pig booom =)
    by using a multistate, like alive/almost dead/dying/im outa here :)
    would change the image section, or play an animation … and at the end remove from the list
    that would be great …

    [code]
    function killThePig( id )

    love.audio.play( audioCollision, 1 )
    pigsKilled = pigsKilled +1

    for n=1,table.getn(pigs),1 do
    if pigs[n].poly:getData() == id then
    pigs[n].dirty = true
    break
    end
    end
    end
    [/code]

    6. reusable files should be in a folder
    I’m using for labels the .lua classes that I made called LOVEly-eyes, but I had this problem with the Text object that wasnt transparent … Oh well I went in the code changed the super class, Rectangle to handle this and the Text is transparent by default, cool, but but but … :) after that I just copied all the files from the LOVEly-eyes folder to my game folder … too bad because I copied a main.lua file together … If I wasnt using subversion would be a nightmare … now LOVELy-eyes are in a separated folder =)

    7. use a version control system
    I used subversion, saved me when I made an stupid folder copy … revert and just lost some minutes of work… bu remember keep on committing =)

    8. put together a zip with everything
    Better that just the .love file, create a package with the execs, the best would be create an installer.

    9. level up level up !!!
    people like rewards, so more than the score I should add level concept, just with faster attack of the pigs, or a different scenario with different speed .. hummmm that would be cool a .lua file for each level :)

    10. collision has 2 sides … A and B
    It took me some time to realize that A and B collision data, first they are the DATA from the polygon nothing else, just disconnected data, not a reference, not and pointer … hehehhe string data what makes very nice and unplugged from the code, and you have to test both sides, if wherever A colide on B and the oposite, this was my colision code

    [code]function collision(a, b, c)

    if string.starts(a, "pig") and string.starts(b, "battery") then
    killThePig( a )
    removeTheBattery( b )
    elseif string.starts(b, "pig") and string.starts(a, "battery") then
    killThePig( b )
    removeTheBattery( a )
    elseif a == DIODONTIDAE and string.starts(b, "food") then
    eatFood( b )
    elseif b == DIODONTIDAE and string.starts(a, "food") then
    eatFood( a )
    end

    end

    function string.starts(String,Start)
    return string.sub(String,1,string.len(Start))==Start
    end
    [/code]

    note that I used start() because I add the object id after the type, so I can grabb it from the list, something like “crap_2″, “crap_3″

    11. scroll the view is possible Luke… use the force !
    Ha ! not the force, at the end I solved the screen scrolling with a simple solution, calculated a shif from the main character and update this shift in the update() method and every single draw has this shift. So the camera is following the character, thats stays in the screen all the time, and to avoid the char to drop outside the world I add invisible walls on left and right side and check if the cameraX is in the possible range,

    this in the start of the code

    [code]
    startCameraX = love.graphics.getWidth( ) / 2
    startCameraY = 200

    cameraX = -startCameraX
    cameraXLimit = {}
    cameraXLimit.start  = 0
    cameraXLimit.finish = -2905
    [/code]

    + cameraX on each draw
    [code]
    love.graphics.draw(diodontidae.image,
    diodontidae.theChar:getX() + cameraX,
    diodontidae.theChar:getY())

    ------ draw the batteries
    for n=1,table.getn(batteries),1 do
    love.graphics.draw(
    imageBattery,
    batteries[n].body:getX() + cameraX,
    batteries[n].body:getY(),
    batteries[n].body:getAngle() )
    end
    [/code]
    this on the update()

    [code]    cameraX = startCameraX - diodontidae.theChar:getX()

    -- keep the camera in the boundaries
    if cameraX > cameraXLimit.start then
    cameraX = cameraXLimit.start
    elseif cameraX < cameraXLimit.finish then
    cameraX = cameraXLimit.finish
    end
    [/code]

    Diodontidae necandi ! graphics elements

    Posted by
    Saturday, April 18th, 2009 9:54 am

    the brave Diodontidae will fight the polution in the Sea !

    just cant sleep =)

    Posted by
    Friday, April 17th, 2009 8:31 pm

    Just made the first draft of the game scene, and wrote some rules about the “Diodontidae” lets works on this tomorrow when I awake.

    good luck all, c you tomorrow


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