Spamming not Allowed

April 29, 2012


Made another gameplay change today.  The fact that the player could pick a high level resistor and spam it to quickly complete the level was really bothering me.  Thefore, I added an array in the GameLevelScreen class which holds the cooldown value for each selectable piece.  When the piece is dropped, the cooldown value for that piece is set to 2 seconds (120 frames).  That value is decreased by one on each update until it reaches zero, then the user may place that resistor again.  So now the user can still use all resistors, but it will take a really long time to complete the stage, which solves the problem of the player winning the stage quickly if all resistors are used.  Using all resistors will also not give the player the best luminosity score.  I could put in a limit on how many times each resistor can be used, but I think that would over-complicate things.

Active Screen

A new abstract method has been defined in the Screen class, which is setActiveScreen.  This is a method that I already had in the TitleScreen class, but I thought it should be included in all Screen classes.  This method is called whenever the Screen gets set as the currentScreen.  Initialization that needs to be done whenever the screen gets control (such as setting pause values) can be set in this method.  This was going to be necessary for both the GameWinScreen and GameOverScreen, so I thought it was best to have it as a common abstract method.  Those two screens now have a pause instance variable that is set to the wait time in the setActiveScreen method, which prevents the player from bypassing the screen until that pause value hits zero.  This will also allow me to just call setActiveScreen on the currentScreen object once when control is passed, and I won’t have to call that method specifically for each Screen subclass instance.  I already had a setCurrentScreen method defined in the Screen class, but it is not abstract and its job is to set the next screen state to -1.  I think having the setActiveScreen abstract method handle the subclass specific code is best for now.

Title Screen Completed

Added a new background image for the currently select main menu item.  Used Gimp to create a free selection shape on top of one of the computer card images.  Used the color tools to make the image grayscale, and then increased the brightness twice.  Then I applied the bevel filter twice, and drop shadow filter once.  Also gave the currently selected item ‘s font a green color, and changed the font to Motorwerk.  Unless there is a good reason to change it again, I’m considering the title screen done.

 Loose Ends

Made a slight modification to the level complete sound effect, so the pitch gradually raises through the sound clip.

Added delay when an LED busts before moving to the Game Over screen.  The LED is now filled with red when it is busted (could use a cool breaking graphical effect later).


Keep on Trucking

April 28, 2012

Laundry List

I’m getting the feeling that this is the point where a lot of my other game projects have died out.  A core game and fancy title graphics.  I have rarely taken the time to go back and add all the bells and whistles, such as sound effects and flashy graphical effects.  Plus, I’m really not a fan of level design.  It really feels arbitrary to me, but it does take expertise to make good levels in a puzzle style game.

Therefore, to keep myself on track I made a laundry list of the next things to complete in the game.  Some will require a little research since this is my first XNA game, such as saving the game status.

  • Hold Confirm button to keep placing wires
  • Zoom in for letters on title screen
  • Game over screen delay / graphics
  • Display level/stage before starting a level
  • Transitions between screens (such as fade out)
  • Show player ranks for stages on level select
  • Don’t allow levels that haven’t been completed to be selected on level select
  • More levels; different array sizes
  • Colored backgrounds for level screens
  • Save levels completed along with ranks
  • Render objects in Blender
  • Add graphics/sound effects on level complete screen
  • Keyboard controls so that others who don’t have XBox can play test

The first task I tackled was the hold confirm button to keep laying pieces.  This is a core gameplay change, so I felt it was most important.  Basically, I just required a new instance variable in the GameLevelScreen class, which tracks if the confirm button is being held down.  On each update, it checks to see if the button is held down, and if it is, then it tries to set a piece at the current cell.  Therefore, it is constantly trying to set a piece at the current cell (but can’t since no more than one piece can be assigned to a cell), so there may be room for optimization here later.  Anyway, the controls feel MUCH better and less jerky now with this in place.  I think I need to put a cooldown on resistor usage, because the player can select a resistor and just spam it all over the board to quickly complete the level.  It’s okay for the wires to not have a cooldown, because spamming wires will likely cause the player to bust an LED and lose.

Continuing to resolve the tasks that required the most programming first, I decided to implement the record display on the level select screen.  To do this, I had to create a PlayerRecords class, which holds the records of each completed level.  This object is populated with the level ranks after each level is completed.  The level select screen uses this to display the ranks for each level.  Currently, if a level is replayed, then the ranks are overwritten each time the level is completed, which should be fixed later.  For now, the level select screen just shows the integer values associated with each rank, but these will be changed to the rank graphics in the near future.  Plus, I will need to implement a way to scroll through the higher levels.


In the level select screenshot above, I played through level 1 getting ranks C, S, B.  Then I selected level 5 and got ranks S, C, B.  Noticed an error which caused the game to crash.  After completing the fifth level (level index 4), it would actually go to level index 5 (which didn’t exist but used the layout of level index 0 as default).  When that level was completed, it would go to level index 1 (level 2) next.  So it appeared that it was looping back to level 1 (level index 0), but it really wasn’t.  Therefore, when it tried to save the statistics for level index 5, it reported an error because I only allocated the array in the PlayerRecords class to hold values for five levels (level index 0 through 4).  I went ahead and added the level index to the game level display, but I will probably create a method to convert that index to a stage number.

New Levels

Next I started working on adding new levels.  Before churning out new levels in the Mappy tile editor, I wanted to make sure that new levels can be easily added to the game.  I added two new List variables to the LevelDefinition class, to hold all of the tile maps and object maps.  This will eliminate the if/elseif statement mess that was in the getter methods that return the object arrays, tile arrays, and rank arrays for the currently selected level.  I really need to create a Map object to hold those values for each level, but I don’t want to have too many classes right now, so I don’t think it’s worth the time and effort to rework that code now.  The only benefit is that it would eliminate potential problems of managing five parallel Lists, but instead it would just be one list of Map objects.  I added additional checks in each of the methods that return ranks in the LevelDefinition class, so that it doesn’t try to index a position in one of the rank arrays if the level parameter is greater than the size of one of the rank lists.  This shouldn’t ever happen unless the NUM_LEVELS constant in the LevelDefition class is set to a value higher than the size of the rank Lists.  If this happens in the object or tile array getter methods, then it just returns the array information for level 1 (index 0).  I didn’t add any checks to see if the object and tile arrays were completely empty, because I thought that would be obsessive.  I may have to think about the ability to add an expansion to the game later, which may conflict with the PlayerRecords definition.

I used the Mappy tile editor to create more levels for the game, bringing the total to 20.  I wrote a small Ruby script to loop through all the files in the map export directory, and it does some minor modifications to prepare those arrays to be used in the game, then it writes out the results so that I have all the arrays in one file instead of 40 different files.  Made another minor modification to the rank code, which was preventing it from saving the ranks for the first stage (index 0).



More Title Screen Updates

Got side tracked and spent about an hour getting the letters on the title screen to zoom in.  After all letters are displayed, then there is a 5 second pause, then the letters zoom in again.   I’m not sure how much more time I will want to spend on the title screen.  Gameplay is most important, but the title screen is the first thing that people see.  I definitely wanted to display the title screen as soon as possible.  I am so sick of seeing idiotic Game Studio Logos on startup that just waste my time.

So now I think I just need to re-do the font for the menu items to match the title font, and then have a new menu item selected image (the default tile has been there for a while).  I’m thinking of just using another portion of the computer card images that I already have, and maybe apply a brighter white color and a drop shadow.

Tax Tag and Title

April 26, 2012

New Title Logo

After wasting about an hour trying to follow a Gimp tutorial to make a 3D text logo, I ended up using Gimp’s default  bevel logo creator.  The results are just as good as the 20 step tutorial I was using, and it was done in about 2 minutes.  I went ahead and made separate layers for each letter in the title.  I exported each layer as a separate PNG image, that way I can apply special effects with each individual letter.  I also kept each letter image at the full size of the title text.  It is a little wasteful, but eliminates the need to do calculations in the code to place each letter.  I just put each image at the location where the title needs to go, and it should look fine since everything but the letter is transparent.  Hopefully, this won’t have an impact on performance, and it’s just a title screen so high frame rate isn’t essential.


New Title Background

Used the image of one of my old computer boards, and shrunk it down to a 256×256 pixel square.  Then I used the Make Seamless filter in Gimp, which is found under the Map menu.  Then, I made the image grayscale and lighter by using the Colorize option and setting the saturation to zero.


The new graphics were then imported into the project.  I added a variable to track which letters should be displayed on the screen, and a constant to track the amount of frames between displaying letters.  Currently, the letters just pop-in, but I would like to add a zoom in or other method of displaying the letters later.  I added a variable to track the offset of the scrolling background image.  I simply created two loops to display the background image, setting it off vertically by the number of pixels in the offset, which makes it scroll.  Finally, I created a gradient that is filled with light green at the bottom, and gradually transitions to a transparent color.  I overlap this on top of the scrolling background image, to make it appear as if the background is fading away.  Well, it doesn’t appear that way to me because I know how it’s implemented, but I think it should appear as fading away to the untrained eye.

One problem now is that the title screen looks considerably different than the rest of the game.  The title screen has realistic images and rendered text, while the rest of the game looks like it could have been created in Microsoft Paint.  This is really apparent on the level select screen which still has the old title logo.  I may have to use Blender to render some of the components to make those look more realistic as well.

So until I create another update video, I won’t be able to show off the scrolling effects.   This picture will have to do for now.

The Game Biz

Began reading up on what needs to be done to publish the game, if I want to make money off of it.  One question I also have is if I need to create an LLC or other form of company to sell the game.  I read on one site that a company is not required until over $3,000 is made.  A company also helps protect the individual from being sued directly, if that unfortunately happens.  Taxes would also be paid through the company instead of my personal income, which may help in the long run if the company does not make much money.

Week 3 Wrap-Up

April 24, 2012

(The capture format was set to FLV in XSplit (instead of MP4) with the highest recording quality (20), but there is still some initial distortion in the video after it was loaded to YouTube)

Touch Up Work in Audacity

Touched up the sound effects in Audacity, to give them the appropriate lengths to be used in the game.  For the buzzer, I trimmed down the hair clipper sound effect to 0.25 seconds.  Not sure why, but I wasn’t able to find a crop function in Audacity.  Therefore, I just had to select the portion of the clip I want to use, copy, then paste it in a new Audacity window.  Next I started looking for a sound to use for the main menu.  The buzzers and rings were too harsh of a sound, so I loaded up my shaken Pepto Bismol sound effect.  After cropping out everything except for one shake of the bottle, I realized that this makes a great menu selection sound.  It actually sounds like muddy boots on a wooden walkway.  For the wire filling sound, I slimmed down the running water clip.  The original sound is a little harsh, so I raised the pitch by 265.  The ice sounds were a little flat, so I increased the speed by 200.  It now sounded like an old fashioned money changer.  With this new sound, I added 2 seconds of silence at the end, and then applied the echo effect (delay 0.5 seconds, decay 0.5).  The spoons sounded good without any modification except for cropping out the rest of the noise.  I’ll use this as either a menu sound or a rank display sound.  The spoon hitting the glass made a good sound, but there was a lot of background static noise in the sound capture.  I used Audacity’s noise removal tool to fix it, but it seems to have raised the pitch of the sound as well.  It still sounded okay, so I’ll probably use that as the sound when an LED is lit.  The CO meter made a nice beeping sound, but it was really loud so I used the normalize effect.  I’m not sure where I will use this sound, but I’ll go ahead and import it into the project for now.  This gives me a total of eight sound effects, which should be enough to get me started.


Apparently, the volume of the MediaPlayer object uses a value between 0 and 1, and I incorrectly assumed that it was 0 to 100.  For some reason, the sound when it is played on the PC is much louder than it is on the XBox.  Maybe the XBox (or my television) has sound normalization so it isn’t loud like on the PC.  Setting the MediaPlayer volume to 0.1 makes it sound about right on the PC, which I believe is one tenth of the volume.  I will have to test it on the XBox later to see if that makes it too low to hear on the console.  If it does, then I may have to write some platform specific code to handle the differences between the PC and console.

Ran into a bit of an issue with playing sound effects.  In order to play a sound effect, the current screen must have a handle to the MediaPlayer object, which is only available in the main ResistorGame class.  I don’t want to have to pass a MediaPlayer object to each function on each screen that may want to play a sound effect.  I think I’ll make the sound effects like the screen transition, where the screen will implement a public method which will report whether or not the screen needs a sound effect played.  Then the Resistor game class will query that method on each update, and then play any sound effect that is requested to be played.  I usually don’t write code this way, but I think it may make things cleaner in the end, especially if I decide to write a media handler class.  I created a method called getRequestedSoundEffect in the Screen class and added a protected instance variable called iSoundEffect.  If the ResistorGame calls that method and it returns a value greater than -1, then it will play the sound effect at that index in the sound effect array.  Thefore, any of the subclassed Screen just have to set the iSoundEffect variable to any of the sound effect constants defined in the ResistorGame class.  Amazingly, this worked perfectly the first time that I tested it.  I also discovered that MediaPlayer is not required for playing SoundEffect objects (Songs objects only), but it was good that I implemented it this way, otherwise I would have the same problem with passing the sound effect array around to all of the screens.  Just calling the Play method on the SoundEffect object itself will play the sound.  One drawback is that only one sound effect can be played for each update call, otherwise the previous sound effect(s) ID assigned to the iSoundEffect variable will be lost.  This may be a good thing, because there shouldn’t be too many sounds playing at the same time.  Once scenario that I can imagine is if two LEDs are lit at exactly the same time.  Just playing the sound effect once should be sufficient.

Using Audacity and a short tutorial from eHow, I was able to record my voice for the title screen which I gave a repeating robotic sound.  First, I used the Repeat Effect on the start of the audio clip.  Then I used the Delay Effect with Decay=10, Delay=0.01, and Echos=20.  I repeated that effect about 6 times.  I also made audio clips for “level complete”, “game over”, “S”, “A”, “B”, “C” and applied the same effects.


Level Selection Modification

I may have messed up by making the LevelDefinition instance a member of the GameLevel class instead of the ResistorGame class.  The ResistorGame class needs to pass the maximum number of levels to the LevelSelectScreen class.  The maximum number of levels is defined in the LevelDefinition object, so it has to get a reference of that object from GameLevelScreen which is a little messy.  I may have to rework this later.

Sound Effects Added to Game

After updating the game code, I now have sound effects for menu movement, menu selection, wire begins filling, light filled, and light busted.  I had to add an additional variable to keep track of light filled, since this property was never actually tracked.  I added that check to the game win check, since it was already looping through the lights on the board, so if the number of lit lights is greater than the number of lit lights on the previous check, then the lit sound effect is played.  I was happy with all the sound effects, except for the electricity one (originally water running from the faucet).  It still sounded to static-like, and it started to give me a headache after awhile.  Therefore, I replaced it with the phaser sound that I made (also from the water running) which has a much smoother sound.  I also had the Pepto Bismol sound (now named SE_PLOP in the constants) play on each menu movement and the spoon sound (SE_SPOON) played on the selection.  This didn’t sound right because the SE_PLOP was longer than SE_SPOON, so I just switched out the occurrences of those two sounds, which makes it sound much better.  The lit light and light busted sound effects sound great.  I may need some delay or an animation when a light is busted, because the light busted sound effect plays through the game over screen.

Special Cases

While playing the game, I noticed a special case that may need to be handled.  If a wire is placed next to two (or more) filled wires (or other pieces), I believe it just takes the Elex value of the first one in the if/elseif statement.  I should calculate the highest of all the neighbors, and assign the new wire the highest value of all the adjacent pieces.

Another thing that had been bothering me is that I thought that the time statistic was proportional to the pieces used statistic, which would make it somewhat redundant.  However, through testing I found that it is possible to get a S rank in time and a C rank in pieces by quickly spamming wire pieces.  This is a good thing, which prevents someone from getting the best possible grade by quickly spamming pieces.  The inverse is also true, where someone can get an S rank in pieces but a C rank in time.  Just take a long time laying down the pieces in the shortest path.


Amateur Foley Artist

April 22, 2012

Gathering Sound Effects

Now is a good time for me to start gathering sound effects for the game.  I could have went to one of the sites that offer free creative commons sounds effects and downloaded what I needed there, but one has to be careful to read the license for each sound effect to ensure that it is covered by a creative commons license that allows it to be included in a work that is sold for profit.  Right now, I’m just creating this game for the contest, but if the game is popular I would be willing to sell copies of it for money (sorry RMS).  I’m trying to make the development of this game as open as possible without sharing the source code, because I believe I read once that sharing source is not allowed by XBox Indie games.  I also didn’t want to make another credits screen, which would be filled up with URLs with links to sounds effects.

My iPod Touch was used for recording all of the sound effects as voice memos.  The sound quality isn’t the best, but it does the job.  I wouldn’t mind going back later and recapturing the sounds using a high quality recording system.  Using a tip that I found on the Internet, I was able to export all of the sound effects through iTunes directly into WAV (MP3 was also an option) so I can edit the sound effects in Audacity.  To change iTunes to export as WAV (default is AAC which is useless), there is a setting under Import CD that must be changed.

Now is the fun part of capturing sounds.  My clippers and hair trimmers were used to make buzzing sounds.  These can be used for error sounds.


Running water at full pressure almost sounds like electricity.  I doubt anyone would notice the difference, unless they read this post.  Futher modifications in Audacity will also give it a more electric sound.  This will probably be a constant sound that plays as wires are filling.   I think Audacity has an option for making an audio file seamless, so it can be looped multiple times without any breaks in the audio.


Ice makes a nice chrunching and breaking sound, without all the mess of breaking a real glass.  This will probably be the sound when an LED breaks.  I know it should probably be a burn out for fizzling sound, but I think the breaking sound will be more dramatic.


Two spoons were used to make a nice ringing sound.  The spoon hitting the glass makes a longer vibrating ringing sound.  These will probably be used as a confirmation sound effects.


A drawer slamming makes a good sound, which can be used for a cancel event.


The test on this CO detector makes a nice beeping sound.  I could imagine that sound being used as the ranks at the end of the level are displayed.


I’m not sure if this will make the final cut of sound effects in the game, but a shaken Pepto Bismol bottle makes a great liquid type sound.  I’ll probably find some way of working it in the game.

Background Images

While I was at it, I went ahead and used my iPod Touch to take picutres of an old sound card and network card that I had in storage.  After some touching up in Gimp, these should make great background images.


Minor Graphics and Input Fixes

Set the default cursor position for the level to 5,5 because it really bugged me that the cursor starts off the board on the first level in the upper left corner.  It also minimizes the distance that the cursor must move from the starting position to any other space.  The position of the game board has also been centered on the screen (SCREENWIDTH – (iTotalCols * CELL_SIZE)) / 2, (SCREENHEIGHT – (iTotalRows * CELL_SIZE)) / 2 = (640 – (10 * 32)) / 2, (480 – (10 *32)) / 2.  This is a very helpful formula that I’ve used for centering objects in many games.  Fortunately, I already defined a board offset variable as a Vector2, so I just needed to add that formula to that offset variable.

By simply adding one line of code, I was able to disable the ability to place a piece on a empty space.  I still allow the player to move the cursor to empty spaces, primarily due to the fact that the starting position of the cursor (5,5) may be in an empty space.  This happens on level 4 (donut level) where there is empty space in the middle of the board.

Fixed the resistor graphics so that it can be superimposed over the default wire images.  Increased the maximum pieces to 10 (1 + 9 resistors).  Now all resistors are selectable.  The currently selected piece has a red background.  Later, I will probably make only certain resistors available on each level.  For example, there’s really no point in having a 9 resistor on a level where the maximum battery and LED value is 2.  The selected piece can now be changed by using the left and right bumpers.

Now displaying the selectable pieces at the top of the screen, but I’ve got to be careful that it isn’t cut off on the television screen.  I think I remember reading that 20% of each side of the screen image is not displayed on the television.  Added right/left bumper pressed/released abstract methods to the Screen class, which made me implement it in all the Screen subclasses.  Added methods to increment and decrement the selected piece, which is called by the action button (X) press and the bumper button presses.


Fixed the GamePieceResistor class so that the Elex value can’t be lowered below zero.  LEDs can be activated with a zero value wire, but it won’t add any points to the total luminosity score at the end of the level.

Made minor modification to the level 3 board, so that the last two LEDs are placed further back on the game board.

The Level Select screen now takes the player to the selected level once the confirm button is pressed.

Changed the cancel button to set the selected piece to the wire (index 0).  The Back button now takes the player back to the main menu.  The Back button will probably be disabled, after I create a Pause menu.

Noticed an issue on the XBox 360 that doesn’t happen when running the game through the PC.  If I set the MediaPlayer sound to zero (for mute), then it must be set back to 100 for sound to play through the XBox again.  Just commenting out the line that set the sound volume to zero will still keep the sound muted.

Went through and manually played the five levels that I have so far, and used my score for the S ranks.  I just created values for the A, B, and C ranks, which seemed appropriate.  All these values are stored in arrays in the LevelDefinition class.  I updated the getPieceRank, getLuminosityRank, and getTimeRank methods to return the appropriate values based on the current level.  Forgot that I was passing the time as milliseconds, which took a little while to debug.  Dividing the time value by 1000 before passing it to the getTimeRank method fixed that problem.

Changed the message from “YOU WIN” to “LEVEL COMPLETE” after completing a level.

Removed the fill frame number from currently filling cells.

Level Up

April 19, 2012

Tile Editor Agony

Started using the Tiled tile editor to create levels for the game, because I thought that was the editor I used for Legend of Tux.  I created a simple sprite sheet which contained the tiles on one layer, and the batteries and LEDs on another layer.  I found that I was only able to export my maps in a very limited number of formats.  It’s sad that this tile editor can’t output a simple indexed array of tiles.  I’m really not in the mood to write a parser for any of these formats, so I went back to the Legend of Tux wiki and found that I actually used Mappy last time.  Therefore, I downloaded Mappy and recreated my levels with that tool.



Mappy will not load PNG spritesheets unless two DLLs are included, so I had to download those file separately from the Mappy website.  Apparently there is a now bug with the “export all layers” functionality, so each layer has to be exported individually or else you will get an array filled with zeros.  What a pain!  Unfortunately, they don’t provide a binary download for the previous Mappy versions, and it’s not on SourceForge so a previous version isn’t archived for download.  The author even says on the website that 1.4 is a beta, so why can’t the last stable release still be downloaded?


Make sure to set the color depth to 16-bit when creating the map, or else the sprite sheet will not load and Mappy will complain.  As shown in the sprite sheet above, batteries start at index 10, and LEDs start at index 20.  I can get the Elex value of the LED or battery by modding (%) by 10, which really isn’t scalable past 10, so this may need to be reworked later.  This sprite sheet is just used for creating the level arrays, so I was sloppy when placing the numbers.  In the actual game, the numbers are programmatically placed on the objects.

I created getter methods in the LevelDefinition class to return the background tile array and object array.  Then I have a method in the GameLevel class which converts the integer arrays to actual objects (GamePieceBattery, GamePieceLight, etc).  Using the Mappy exporter, I was able to acquire the static array data definitions, which I pasted into my LevelDefinition class.  Wrote simple if/else statements to return the correct array for the level, but this could be changed to a switch/case statement (if C Sharp has those… I don’t know, and I didn’t feel like looking it up, since if/else does the job).

Next Level

Added instance variable to the main ResistorGame class to track the current level.  I’ve been trying to keep instance variables out of this class except for the media files.  When the GAMEWIN state is enabled, the current level instance variable is incremented.  If the current level variable is greater than the maximum number of levels (currently hardcoded to 5), then it gets set back to zero.  For the  LevelSelectScreen, the class could return a level index, and the ResistorGame class can use that value to set the current level instance variable.

One problem I’ve noticed is that the cursor defaults to cell 0,0 at the start of each level, which may be off the actual game board, now that the shape of the levels are custom defined.  I may need to add an additional object to the level definition which is the starting position of the cursor.  Additionally, all levels are using the same value thresholds for the ranks, which will need to be fixed later.  The S rank for luminosity should be easy to calculate (the sum of the bust values of all the LEDs).  As for the time and pieces used rank, I’ll probably just play through the levels a few times, and use my best scores for S rank, then use some sort of bell curve function to determine the thresholds for the A, B, and C ranks.


Loose Ends (Fix later)

Here’s just a few additional things that need to be fixed.

Currently, there is a display issue if the wires connect to the resistor from the sides.   The wires need to be removed from the resistor sprites, then just simply display a standard wire which will make the proper connections, then display the resistor core on top of it.

I haven’t decided if I should let the player move the cursor off the board cells, and just prevent the user from placing a piece on a non-board space… or should the player only be allowed to move the cursor on game board spaces.  If the player is allowed to move the cursor off of game board spaces,  then the player shouldn’t be allowed to lay pieces on those empty spaces.

I may allow the player to continually lay wires as long as the confirm button is held down, because currently the player has to keep alternating between pressing the direction and the confirm button to lay continuous pieces, which feels jerky.

The LED values can still fall below zero if enough resistors are used.  Need to set the bottom limit to zero for these.

It’s Time for a Change

April 17, 2012

Bust Condition Handled

Added code to detect if an LED has busted, which makes the game transition to the GAMEOVER state.  Added a GameOverScreen class to handle the display of the game over state.  Need to determine if I should give a warning to the player if the wire connected to the light is higher than its bust value, and allow the player to put a resistor there before the light has filled to avoid losing the stage.  Currently, once the light starts filling it is locked to that value, which doesn’t give the player a chance to fix their mistake.

Will add a meter to the lower right corner to display the Elex flow value of the currently selected cell.

Time Variables Added

I was able to get the current game time using the TotalGameTime.TotalMilliseconds property of the GameTime object that is passed to the update method.  However, I had to update all the update methods of all classes that extend Screen to accept GameTime as a parameter.  Created three new instance variables to the GameLevel class for holding the level start time, the current time, and the end time.  The end time is now displayed on the game win screen.

Level Definition

Created LevelDefinition class to hold the definition of the layout of each level along with the requirements for each piece/time/luminosity rank.  Created arrays of size 3 for holding each grade threshold.  Index 0 is for the S rank, index 1 is for A rank, 2 is for B rank, and all greater values are assigned C rank.

Fixed the getPieceCount method that returns the Pieces Used end level statistic to not count the LED and battery pieces, but only wires and resistors.

Added methods to the LevelDefinition class to take a piece count, luminosity value, or time and it will return the grade rank for each of those values.  The grade ranks are now displayed on the game win screen.  Using yellow for S, blue for A, green for B, and red for C.

Just thought I would reiterate the fact that I’m trying to make a fun game that is as scientifically accurate as possible, instead of trying to make a scientific simulation as fun as possible.