Note: Lowest score wins... Combos could be used to redeem bombs.
That make it possible to set off chain reactions without clicking. Each click on a ball will add a point to your clicks total.
Need a "Reset" class. It's state will be checked each loop of the gameLoop.
When "ResetReady==true" Then the game will reset.
This is because I've noticed when spamming the reset button... The game begins to lag...
This is because the game reloads before my memory management code is done executing. Ideally, all objects need to call their "killOff()" functions before exiting the frame and resetting.
This takes time however. So you cant simply have a function like:
function reset(){ [1]: Call object's killoff functions. [2]: Reset. }
Rather you need a reset function like this: function reset(){ [1]: Register objects with ResetManager } function gameLoop(){ if(ResetManager.ResetReady){ resetGame(); } }
Note:
ReplyDeleteAdd an "ApplyTint" and "RevertTint"
function to the subStage class.
That way, you can darken the background as
the explosions get more intense!
Also, visually being able to see the grid and what spots the ball is currently in would be helpful....
ReplyDeleteShould make a function that outlines the grid spaces the ball currently occupies.
Need a "Reset" class.
ReplyDeleteIt's state will be checked each loop of the gameLoop.
When "ResetReady==true"
Then the game will reset.
This is because I've noticed when spamming the
reset button... The game begins to lag...
This is because the game reloads before my
memory management code is done executing.
Ideally, all objects need to call their
"killOff()" functions before exiting the frame and resetting.
This takes time however. So you cant simply have a function like:
function reset(){
[1]: Call object's killoff functions.
[2]: Reset.
}
Rather you need a reset function like this:
function reset(){
[1]: Register objects with ResetManager
}
function gameLoop(){
if(ResetManager.ResetReady){
resetGame();
}
}
Save Game Code will look like what?
ReplyDeleteDon't make it case-sensitive.