Author Topic: Programming Codea on IPAD  (Read 7045 times)

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Offline Kirl

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Re: Programming Codea on IPAD
« Reply #20 on: September 16, 2012 »
 :clap:
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Offline Hotshot

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Re: Programming Codea on IPAD
« Reply #21 on: September 22, 2012 »
I am not sure on which one is the best for making Brick on the screen

Should I used

Arrays ?

or

For Loop?

Or

Data?


Offline Kirl

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Re: Programming Codea on IPAD
« Reply #22 on: September 23, 2012 »
You can try storing the bricks using a 2 dimensional array (like a grid) and then check only the cells around the ball position. This way you don't have to check all the bricks, but only those around the ball position.

Code: [Select]
-- get cells around the ball position
xx = Math.floor( ball.x/cellSize ) -- get x index
yy = Math.floor( ball.y/cellSize ) -- get y index
currentCell = bricks[ xx ][ yy ]   -- cell the ball is currently over
leftCell =    bricks[ xx-1 ][ yy ] -- left neighbour cell
rightCell =   bricks[ xx+1 ][ yy ] -- right neighbour cell
lowerCell =   bricks[ xx ][ yy-1 ] -- lower neighbour cell
upperCell =   bricks[ xx ][ yy+1 ] -- upper neighbour cell

I believe there is a breakout clone among the example games, you can try to figure out their solution too. :)
« Last Edit: September 23, 2012 by Kirl »
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Offline jace_stknights

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Re: Programming Codea on IPAD
« Reply #23 on: September 24, 2012 »
Looks great!

By the way, can we share our projects and builds?
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Offline Hotshot

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Re: Programming Codea on IPAD
« Reply #24 on: September 27, 2012 »
Quote
By the way, can we share our projects and builds?

Yes, that is fine and it is good to learn from others :)

Offline Kirl

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Re: Programming Codea on IPAD
« Reply #25 on: September 27, 2012 »
You on codea too Jace? Would love to see some of your projects! :)
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Offline Kirl

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Re: Programming Codea on IPAD
« Reply #26 on: September 28, 2012 »
I made a pretty cool procedural drawing tool of sorts, based on flowfields (which I've been playing with the last couple of days). Unfortunatly I can't attach pictures from the ipad (figures, Apple only works inside of it's own little universe), but because the code is pretty short I can share that (thanks for the blessing Hotshot, would be cool to have a sort of DBF Codea code repository).

Here's the code.

Code: [Select]
-- flowfield
function setup()
    backingMode(RETAINED)        -- retain screen pixels
    background(0, 0, 0, 255)     -- draw black background
    col = color(math.random(255), math.random(255), math.random(255))  -- set random color
    parameter("swirls", 1/2000, 1/50, 1/100)    -- declare interactive swirlyness parameter
    parameter("fade", 0, 1, 0)                  -- declare interactive screen fade parameter
    parameter("transparency", 1, 10, 2.5)       -- declare interactive line alpha parameter
    watch("particles")           -- watch particle count
    touches = {}                 -- make container to track screen touches
    parts = {}                   -- make container for particles
end

function touched(touch)          -- track all screen touches
   if touch.state == ENDED  then
        touches[touch.id] = nil
        col = color(math.random(255), math.random(255), math.random(255), transparency*12.5)
    else touches[touch.id] = touch
    end
end

function draw()
    fill(0, 0, 0, fade*100)           -- set fill alpha acording to fade parameter
    rect(0,0, WIDTH, HEIGHT)          -- draw transparent rectangle to slowly fade screen
    particles = #parts                -- track nr of particles
    col.alpha = transparency*12.5     -- set line alpha to transparancy parameter
    fill(col)

    for i, p in pairs(parts) do                    -- loop through particles
        pixel = noise(p.x*swirls, p.y*swirls)      -- define location of noisemap pixel
        brightness = (pixel+1) / 2 * p.mult        -- define brightness between 0-1
        speed = brightness * p.mult                -- get particle speed value
        size = 2 + speed/2 * p.mult                -- get particle size value
        angle = brightness * 360 * math.pi / 180   -- get angle based on pixel brightness
        p.x = p.x + math.cos(angle) * speed        -- move particle over X
        p.y = p.y + math.sin(angle) * speed        -- move particle over Y
        ellipse(p.x, p.y, size)                    -- draw particle
        
        if p.x < 0 or p.x > WIDTH or p.y < 0 or p.y > HEIGHT then
            table.remove(parts, i)                 -- remove particle if outside of screen
        end
    end
    

    for i, t in pairs(touches) do        -- add particles at touch position
        if t.state == MOVING or t.state == BEGAN then
            table.insert( parts, {x=t.x, y=t.y, mult=(1.5 + math.random() * 1.5)} )
        end
    end
end

Would love to hear what you think about it, you can create a bunch of really interesting effects by adjusting the sliders. :)
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Offline jace_stknights

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Re: Programming Codea on IPAD
« Reply #27 on: September 29, 2012 »
You on codea too Jace? Would love to see some of your projects! :)
Nope, but I think I must make try :P if you CAN share your projects, I think it is worth buying it
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Offline Clyde

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Re: Programming Codea on IPAD
« Reply #28 on: October 27, 2012 »
This might be of use / news to you dudes out there.

Blitz Research have a new toy out which you can create for all sorts of platforms and browser, it's called Monkey. It looks to be similar in style to Blitz Max with a few more bells and whistles.  There's  also a demo version in their store.

http://www.monkeycoder.co.nz/
Still Putting The IT Into Gravy
If Only I Knew Then What I Know Now.

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