Here's our final project:
By: Christian Munoz & Kristin Renfro-Pettet
And Special Thanks To:
Felix Lau
So to start, we decide to do space invaders because we thought that it wasn't goint to be hard. But we where horribly wrong. This project ended up taking over 20 hours of work.
We didn't know where to begin, so we decided to start by doing a class that would represent all the enemies in a general form. We caled this our Enemies.as. In this file we created a very basic form of what an enemy would do. For example we told it how it was going to add its self on the simulator, how it was going to add its self to the movable and collidable array which is also in the simulator.
After we finished this basic overview of the enemies, we moved on to the more especific versions of the enemies. We started with the Alien.as, and we used the Enemies.as as the parent class. We specified how it was going to look, move, shoot. We also have boundury conditions for the aliens, so that when they reach the side of the screen they will just start going the other way.
Then we created a Saucer.as class that also used the Enemies.as as the parent class. Since the saucer doesn't have to shoot, we didnt have to worry about a timer or any of the other things that we had to do for the alien. All the saucer is suppose to do, it move from the left of the screen to the right and then disapear if it's wasn't hit.
We also created a Missile.as class that would represent all the missiles in the game, and we then expanded that into a alien missile class and a player missile class so that we could have different exceptions when we made the check for collisions in the simulator.
I could explain a lot more on what we did on each seperate class file, but that would take me way to much time, and it wouldn't be very interesting. So im just going to tell you that we created a total of 11 class files and 2 interfaces.
We has several things that didn't work right aways as we planned. First was that we had to build many if statements inside of the check for collisions function inside of the simulator. This is so that we could control what happened in each different type collisions. If we hadn't done this, then the aliens would have destroyed them selves if they collided. The we also had troubles with the event listener if the player was killed. If the player was killed and still tried to shoot, then we would get an error.
The basic objective of the game is that the player is suppose to shoot down the aliens that are flying around the screen. There is also a saucer that appears at random, it doesn't attack, but its harded to shoot so it's worth more points.
The shields were suppose to break down over time, but we didn't have enough time. We also have a score board, but it doesn't work because we also didn't have enough time to finish it.
I feel that if we could've had more time, we would have been able to finish all that stuff I mentioned above. I think that we might have been able to also do more levels and make the game progressively harder.
Other than that, I think we did ok and I feel pround that we managed to "finish" the project. We have been trying to catch up all semester because we didn't really get how Action Script worked until we got a tutor.