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new game card proposal #18
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hi dave, here some pushing code that works without pushing back (but uses an "obstacle-hit" global variable and waits for the "push" broadcasting to be handled by everybody)... (it's a zipped scratch 3.0 file that can be "uploaded from your computer" in https://llk.github.io/scratch-gui/ ) |
Great I will take a look at it...
Thanks
…On Mon, Apr 16, 2018 at 12:11 PM ale rimoldi ***@***.***> wrote:
hi dave, here some pushing code that works without pushing back (but uses
an "obstacle-hit" global variable and waits for the "push" broadcasting to
be handled by everybody)...
push.zip <https://github.com/CoderDojoZH/resources/files/1914811/push.zip>
(it's a zipped scratch 3.0 file that can be "uploaded from your computer"
in https://llk.github.io/scratch-gui/ )
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<#18 (comment)>,
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Ale,
at first look this is similar to the approach I was using.
However you are using a global variable to communicate when there is an
obstacle as opposed to an event.
I prefer the use of the variable (slightly) as opposed to the callback
event approach and will try and apply this principle to my implementation.
Of course neither the use of a global variable or a callback is ideal and
is a side effect of the limitations of the language. Perhaps the use of an
callback event closer simulates an approach which might be taken when doing
functional programming and a global variable perhaps comes closer to the
principle of a return value.
Another issue I was facing was whether it was possible to detect if you are
touching one of your own clones. The <touching> command only lets you
select OTHER sprites not yourself. In my first try I used sensing of
touching color instead of touching sprite to solve this. But I would have
preferred to use the sprite option.
I will also look at other approaches for storing the level metadata. String
manipulation is also quite limited in scratch, so my first attempt this
morning at using lists of strings with i,j coordinates was very unreadable
because it contained so much code just to do string manipulation... But I
like the idea of using state to draw the level in the program rather than
drawing it yourself. One option is just to assign numbers to the grid items
rather than coordinates, so that the first row of the grid would be
numbered (for example) 1-10 and the second row (for example) 21-30 and so
on. This might make it easier to describe a level in a lists and to process
those lists to initialize the level.
I spent quite a lot of time producing the readme documentation I already
created, So for now I will work on the code instead and doing a code review
with you to bring it to a state where we are both happy with for
publishing. Perhaps we should always do code reviews with other mentors
before producing new material.
Dave
…On Mon, Apr 16, 2018 at 1:54 PM David Jones ***@***.***> wrote:
Great I will take a look at it...
Thanks
On Mon, Apr 16, 2018 at 12:11 PM ale rimoldi ***@***.***>
wrote:
> hi dave, here some pushing code that works without pushing back (but uses
> an "obstacle-hit" global variable and waits for the "push" broadcasting to
> be handled by everybody)...
>
> push.zip
> <https://github.com/CoderDojoZH/resources/files/1914811/push.zip>
>
> (it's a zipped scratch 3.0 file that can be "uploaded from your computer"
> in https://llk.github.io/scratch-gui/ )
>
> —
> You are receiving this because you authored the thread.
> Reply to this email directly, view it on GitHub
> <#18 (comment)>,
> or mute the thread
> <https://github.com/notifications/unsubscribe-auth/ALaCSyQMuHN8rSa-wHqYnD6yuqF-1aiHks5tpG5rgaJpZM4TT9tG>
> .
>
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Hello,
A new game which can be made into printable cards for future events.
So far I have the readme and the svg/png assets in english.
I think it would be good to test this readme before producing the german version and the final layout.
Cheers
Dave