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analog_38_airhockey.pdf 1,381.0 kB 1 29-Sep-2011 18:29 Gromit

This page (revision-3) was last changed on 29-Sep-2011 09:47 by Gromit  

This page was created on 28-Sep-2011 16:11 by Gromit

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At line 17 changed one line
‘’Friction’’ — This can be ON or OFF. If the friction is on, the puck will have a tendency to slow down while travelling across the board. You may notice that it sometimes curves as it slows down. This is because I used integer values instead of floating point. This means that the motion is not 100 percent accurate, resulting in the curved motion of the puck.
''Friction'' — This can be ON or OFF. If the friction is on, the puck will have a tendency to slow down while travelling across the board. You may notice that it sometimes curves as it slows down. This is because I used integer values instead of floating point. This means that the motion is not 100 percent accurate, resulting in the curved motion of the puck.
At line 19 changed one line
‘’Velocity’’ — This can be 2 through 9 and indicates the maximum velocity of the puck. Option 2 is slowest; 9 is fastest.
''Velocity'' — This can be 2 through 9 and indicates the maximum velocity of the puck. Option 2 is slowest; 9 is fastest.
At line 21 changed one line
‘’Bounce’’ — This can be 0 through 9, indicating the amount of “bounce" to the puck, or how well it retains velocity after hitting the side of the board. A 9 means that the puck will not slow down on collision; 0 indicates very little bounce and will cause the puck to slow down considerably if it hits the sides.
''Bounce'' — This can be 0 through 9, indicating the amount of “bounce" to the puck, or how well it retains velocity after hitting the side of the board. A 9 means that the puck will not slow down on collision; 0 indicates very little bounce and will cause the puck to slow down considerably if it hits the sides.
At line 23 changed one line
‘’Win’’ — This is the score up to which the player(s) will play. It can be from 10 to 90, in increments of 10.
''Win'' — This is the score up to which the player(s) will play. It can be from 10 to 90, in increments of 10.
At line 25 changed one line
‘’Players’’ — Either 1 or 2. If one paver is selected, then the player should use joystick port 1 and control the top player; the computer will control player two, the bottom player. If two players are selected, then it's the same, except that player two will be controlled by joystick port 2.
''Players'' — Either 1 or 2. If one paver is selected, then the player should use joystick port 1 and control the top player; the computer will control player two, the bottom player. If two players are selected, then it's the same, except that player two will be controlled by joystick port 2.
At line 39 changed one line
I figured that a good way to utilize Action!‘s speed was to write some kind of fast-paced, arcade-type game. But I didn't want to write another space game or __Pac-Man__. I wanted to write something different and unique. __Air Hockey__ may not be a completely unique game (it is similar to __Pong__). but it's different, and a change of pace from “Laser the Aliens”
I figured that a good way to utilize Action!‘s speed was to write some kind of fast-paced, arcade-type game. But I didn't want to write another space game or __Pac-Man__. I wanted to write something different and unique. __Air Hockey__ may not be a completely unique game (it is similar to __Pong__). but it's different, and a change of pace from "Laser the Aliens"
At line 46 changed 6 lines
# I wanted more options and a complete title song, but time and a willingness to work (or the
lack thereof) got in the way.
# Everyone, including myself, thought that the paddles should have been round. But that re-
quires physics. . .I barely passed physics. If I'd made the paddles round, as they are in real life, I would have had to resort to "real" physics instead of the chintzy method I did use.
In physics, you use vectors to describe how objects move, but this is a difficult thing in integers (well, difficult for me), which is what I was stuck with in Action! So I simply gave a
horizontal and vertical speed and a horizontal and vertical direction.
# I wanted more options and a complete title song, but time and a willingness to work (or the lack thereof) got in the way.
# Everyone, including myself, thought that the paddles should have been round. But that requires physics. . .I barely passed physics. If I'd made the paddles round, as they are in real life, I would have had to resort to "real" physics instead of the chintzy method I did use.\\In physics, you use vectors to describe how objects move, but this is a difficult thing in integers (well, difficult for me), which is what I was stuck with in Action! So I simply gave a horizontal and vertical speed and a horizontal and vertical direction.
At line 53 changed 2 lines
These two compromises, however, were not as difficult or as important as my final compromise. I had to compromise on the one aspect, the most difficult thing, that every programmer must: completion of my goal. I had to stop work on a program which I felt
was incomplete and short of my goals, and call it finished.
These two compromises, however, were not as difficult or as important as my final compromise. I had to compromise on the one aspect, the most difficult thing, that every programmer must: completion of my goal. I had to stop work on a program which I felt was incomplete and short of my goals, and call it finished.
At line 60 changed 2 lines
I realized that I would continue creating goals as long as I was working on it; I would never finish the game. I'd sit, perma-bonded to my video screen, for the next ten years working on __Air Hockey__ until it was 3-D, talked and had instant replay, a high score list, a theme song to put "Flight of the Valkyries" to shame, and a thousand other things... and I would
still want to change something.
I realized that I would continue creating goals as long as I was working on it; I would never finish the game. I'd sit, perma-bonded to my video screen, for the next ten years working on __Air Hockey__ until it was 3-D, talked and had instant replay, a high score list, a theme song to put "Flight of the Valkyries" to shame, and a thousand other things... and I would still want to change something.
At line 64 changed 2 lines
I think the important thing here is to realize that, when you want to write a program, you should decide exactly what it will be like, so that you can say it is finished when it meets the description. I certainly did not. l designed and wrote it as I went along (this is painfully evident to me in the lack of unity and consistency in the program, the "patchwork
quilt" look).
I think the important thing here is to realize that, when you want to write a program, you should decide exactly what it will be like, so that you can say it is finished when it meets the description. I certainly did not. l designed and wrote it as I went along (this is painfully evident to me in the lack of unity and consistency in the program, the "patchwork quilt" look).
At line 67 changed 2 lines
This has also led to my big problem: because the program is so disorganized, I invariably come to some sort of dead end and drop the project. I completely gave up on __Air Hockey__ many months back, but, at the urging of two of my friends (D.S. and D.B.), I
picked it up again and trudged through the tangled code to finish it. . .finally. This is what has kept me from finishing the other hundred or so projects I have stored away in dusty disk files.
This has also led to my big problem: because the program is so disorganized, I invariably come to some sort of dead end and drop the project. I completely gave up on __Air Hockey__ many months back, but, at the urging of two of my friends (D.S. and D.B.), I picked it up again and trudged through the tangled code to finish it. . .finally. This is what has kept me from finishing the other hundred or so projects I have stored away in dusty disk files.
At line 75 changed one line
‘’Chris Page is an eighteen-year-old from San Diego, who's studying for on A.A. degree in electronics at I.T.T. Technical Institute. He has worked with computers for seven years and owned on Atari 800 for four. His primary computing interests are in sound, graphics and human interfacing.’’
''Chris Page is an eighteen-year-old from San Diego, who's studying for on A.A. degree in electronics at I.T.T. Technical Institute. He has worked with computers for seven years and owned on Atari 800 for four. His primary computing interests are in sound, graphics and human interfacing.''
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3 29-Sep-2011 09:47 23.104 kB Gromit to previous
2 29-Sep-2011 09:40 23.113 kB Gromit to previous | to last
1 28-Sep-2011 16:11 0.152 kB Gromit to last
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