
Originally Posted by
Dunlap
Yeah, the key to a high score is teamwork, since it's all about keeping the ball bouncing. I haven't had the duck get stuck on the 1P side, but it gets behind the 2P g all the time.
Aaaand high score. Come at me, guys.
Good job. I think one of my friends gave up. He was holding the high score for the first week.
Anyway, the dark secret as to the 2P broomsman: his collision-detection is nowhere near as refined as the 1P broomsman. If I'm going to be entirely honest, I just picked up programming in earnest last August. I'd done a little bit of C/C++ in 2002, but since then, nothing. So, I picked up a new language (Objective-C) and a new game library (cocos2d-iphone). I'm still coming to grips with everything.
Moving on, the point is: the math wasn't working with the second broomsman. I had created what amounted to the same collision detection that works with the 1P broomsman. However, it acted extremely erratic. My blog is loaded with angst about collision detection. So, knowing that I was going to be focused on the single player game, I left the 1P broomsman with the best collision-detection and gave a simpler detection to the 2P. However, with that, it ends up being that it has a goofy bobble effect that I also have had extreme anger in dealing with.
That's why I added the shake to loosen the duck. It came down to, the math was getting to me, and I couldn't find any help regarding it, so I left it as it was. It's glitchy. I'll probably take another stab at fixing it on the next version (1.02) but it's raising my blood pressure thinking about it.
bastard of the new world order.
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