World Religions

Judaism

  • Founder and important prophet was Abraham
  • There is a single God who created the universe. Every Jew can have an individual and personal relationship with God. They believe that God continues to work in the world, affecting everything that people do.
  • Encourages individual understanding in Judaism. Jews connect to their heritage through the languages, literature, art, dance, music, food, and celebrations of the Jewish people.
  • 15 million Jews in the world
  • The largest Jewish communities in the world today exist in Israel (5,413,800) and the United States (5,275,000). There are also Jewish communities in many other countries including the Russia Federation, France, Canada, Argentina, the United Kingdom, Germany, South Africa and Hungary.

Christianity

  • Jesus Chris is the founder of Christianity
  • Belief in God the Father, Jesus Christ as the Son of God, and the Holy Spirit. Christians believe in justification by faith – that through their belief in Jesus, and in his death and resurrection, they can have a right relationship with God whose forgiveness was made once and for all through the death of Jesus.
  • Lifestyle for Christians includes : Seek God, not sin/Fear God, not men/Love God, not the world/Serve God, not self etc.
  • 2.4 billion Christians on Earth.
  • Christianity is practiced all over the world. It is the majority religion in much of the world, including North and South America, most of Europe, Australia, and sub-Saharan Africa, and a minority religion in large parts of Africa and Asia.

Islam

  • Muhammad is the founder of Islam
  • Six major Islamic Beliefs: Belief in Allah as the one and only God. Belief in Angels. Belief in holy books. Belief in prophets. Belief in Day of Judgement.
  • Belief in Predestination.
  • The Islamic way of life is a way through which a person can live his daily life with happiness, peace, tranquility, and success in this world and in the hereafter. Islam has encouraged every person to strive well in order to be successful in this world.
  • 1.8 billion believers
  • Around 62% of the world’s Muslims live in the Asia-Pacific region (from Turkey to Indonesia). The largest Muslim population in a country is in Indonesia, with 12.7% of the world’s Muslims, followed by Pakistan (11.0%), and India (10.9%).
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deliver: final.pde

  • Game Mechanics That Were Removed:

A game mechanic that I had to leave out of the game was a restart function. I attempted a restart function, however, the restart text would not disappear even after a new background was drawn. Due to additional time constraints, I was not able to spend as much time as I would have like to develop and fix the restart function.

Another game mechanic that I had to leave out of the game was a realistic mode. The idea of the realistic mode was a harder game, where you would have to manually attach a pipe to the spaceship in order for it to refuel. However, I left this out of the game due to the time constraint of having to create a zoomed up version of the dock, and gracefully animating the transition from a zoomed out version to a zoomed in version.

  • Parts of Game Most Proud To Code:

There aren’t really any parts of the game that I am proud of to be coded, since the majority of the work that I did for final, was just fixes and further enhancements to mechanics that are already in the game, which was first developed in the collision project.

  • Most Challenging Mechanics To Code:

I think the most challenging part of the game to code would have to be a restart mechanic since it would require the reorganization of all the code into its proper game states. I didn’t really meet this challenge since I removed the mechanic from the game altogether due to time constraints.

  • Features To Add For Future Versions of Game:

For future and improved versions of the game, I would like to implement a working restart function, and a realistic mode, which was removed from the game due to time constraints during this project.

Design: final.pde

  • Top Lines:

  • Code::

  • Coding Challenges:

A major coding challenge that I was not able to meet within the time frame, was to implement a restart function. The program would continue to run after pressing the mouse. However, the endgame text doesn’t go away even after redrawing the background. In addition to this, the dock and spaceship does not reset back to its original starting position.

Define: final.pde

Objects and Resources I Will Use:

Spaceship:

Dock:

Background Image:

Sounds:

Background sound

Rocket thruster sound

Variables and Their Function:

  • Spaceship
    • Variable(s): spaceship, spaceshipAcc, spaceshipNoAcc, spaceshipX, spaceshipY, spaceshipAng, spaceshipRot, thrust, slow, speedVar
    • Explanation(s): The variable spaceship is a variable of type PImage, which will hold the two different states of the spaceship image. The variable spaceshipAcc is a variable of type PImage, which will hold the image of the spaceship with flames coming from it’s engines, which will replace the variable spaceship, when thrust equals true. The variable spaceshipNoAcc is a variable of type PImage, which will hold the image of the spaceship, which is used to then reset the image of the spaceship back to the one without any flames from it’s engine, for times when thrust equals false, or slow equals true. The varialbe spaceshipX is a variable of type float, and is set to the X position of the spaceship. The variable spaceshipY is a variable of type float, and is set to the Y position of the spaceship. The variable spaceshipAng is a variable of type float, which is set to the angle that spaceship is currently at. The variable spaceshipRot s a variable of type float, which is used to determine how much the spaceship will rotate, ultimately causing the variable spaceshipAng to change. The variable thrust is a variable of type boolean and is used to trigger the swapping of spaceship images from the one without flames, to the one with flames when it equals true, and vise versa when thrust equals false. The variable slow is a variable of type boolean, and is used to trigger the swapping of spaceship images from the one with flames to the one without flames when it equals true, and also causes the spaceship to slow down and reverse when it’s true. When the slow variable equals false, then the image of the spaceship will default to the one without flames, given that the variable thrust also equals false. The variable speedVar is a variable of type float, and is used to determine how fast the spaceship will fly. The higher the number, the faster the spaceship will go. When the variable is to any decimal between 0 and 1, the spaceship will fly slower, while any negative number will result in the inversion of the controls. When speedVar is set to 0, the spaceship will not move at all.
  • Spaceship “Circle”
    • Variable(s): mvX, mvY, tarDia
    • Explanation(s): The variables mvX and mvY will allow the circle to move, and will be set to follow the spaceship around. The variable tarDia will be used to set the diameter of the circle.
  • Dock
    • Variable(s): dockX, dockY
    • Explanation(s): The variables dockX and dockY just sets the position for the dock to be.
  • Background Music
    • Variable(s): bgSound
    • Explanation(s): The variable bgSound will hold the sound for the background music, which will then be looped.
  • Spaceship Sound
    • Variable(s): thrusters
    • Explanation(s): The variable thrusters will hold the sound for the spaceship. The sound will be activated once the W key is pressed.Point System
      • Variable(s): counter, counterS
      • Explanation(s): The variable counter keeps track of the score, which starts at 50. Every time the spaceship gets out of the black circle around it, the score will decrease. The variable counterS then displays the score on the screen.

Discover: final.pde

A behavior that I liked was having to escape from sprites that chase you. However, the sprites wouldn’t stack on top of each other. A game that used this behavior was angryOids.pde. I can use the behavior of having to avoid getting hit by sprites to make my game even harder. In addition to staying within the black circle and docking the ship, you also need to avoid getting hit by asteroids. If you get hit by an asteroid, then it will decrease the health of your ship based on how big the asteroid is.

Final Game Plan

Backstory:

You are an astronaut that is currently on a mission to Mars. However, your spaceship can’t hold enough fuel for the entire trip to Mars, so you need to make a refueling stop. You need to align the spaceship with the dock, which you will then dock and refuel.

How To Play The Game:

You will be controlling a spaceship with the WASD keys. There will be a black circle that is around your spaceship. Keep the spaceship within the circle! If your spaceship leaves the circle, then you will see the score on the upper left side of the screen start to rapidly go down from 50. If the score hits 0, then you will have lost the game. You have misaligned the spaceship with the dock and as a result, have crashed. You will have the option to choose either normal mode or realistic mode. The difference between the two would be the difference in the parking mechanics. If you choose normal mode, then you just need to slide the ship into the dock. However, if you choose realistic mode, you will get a zoomed in view of the dock and need to successfully connect the fuel nozzle on the dock, with the refueling port on your spaceship. In order to successfully win the game, you have to successfully dock the spaceship 3 times.

Behaviors That Will Be Used:

User- Controlled

  1. click or keyPress to start the game
  2. movement
  3. acceleration
  4. rotation
  5. image swap
  6. sound effect
  7. choose restart or exit

Game- Controlled

  1. A.I. guidance
  2. collision
  3. sound effects
  4. background music

General Program

  1. show rules
  2. text intro
  3. score
  4. game ends
  5. restart

Behaviors That Will Be Critical To Game:

  1. Collision
  2. Game ends
  3. Score
  4. Rules
  5. Movement
  6. A.I. guidance

Order To Code Behaviors:

I already have most of the behaviors from my collision code, however, I will need to implement the following in order:

  1. Restart
  2. Choose restart or end
  3. Text intro

Final Game Calendar:

Deliver: collision.pde

Code I’m Proud to Have Coded:

I feel proud to have coded all the collision code between the different images. I feel proud since I had to use trial and error on a few of the images to get them to look in place when a collision effect happens.

Part of Code I’m Grateful My Partner Did:

I’m thankful that my partner coded and found the sounds for the game. I felt like I would not have found better sounds for our game if I tried, and I think my partner felt more comfortable using audacity to edit sounds than I was.

Most Challenging Part of Game to Code:

I guess the difficult part of the game to code was the hitboxes. I would say the hitboxes are the difficult part of coding the game is because you want the box to be right where the image is, but using what I know, it can’t be perfectly lined up since the images aren’t perfect rectangles or squares.

What I Can Add For Future Game:

Something I could add for a future, improved version of the game is a random X and Y position of the dock, and have like a unlimited mode, where you try to dock the spaceship as many times as you can within a certain time period.

Develop: collision.pde

Tester Feedback:

Tester: Elijah

Graphics

Sprites: I like the sprits picked for the game.

Colors: The colors match the background of the game.

Background(s): The background connects to their topic of space.

Animation

Movement: The game moves smoothly.

Rotation: The user sprite rotates well.

Collision Effects: The collision effects are different but good.

Sound

Effects: The sounds are good.

Music: No music but background sound.

Loops: The noise of “space” loops.

Controls

Controls: The controls are good.

Maneuverability: The maneuverability is good.

responsiveness: They’re good.

Challenge

Speed: The speed is fine.

Visibility: The circle goes off the screen.

Difficulty: It is very difficult

 

Tester: Christine

Graphics

Sprites: Working well.

Colors: Cool colors

Background(s): Good choice of background.

More: Looks cool.

Animation

Movement: Pretty good!

Rotation: The keys are working well.

Collision Effects: No comment.

More: Great!

Sound

Effects: Goes well with the type of game.

Music: Good.

Loops: Didn’t notice.

More: Noice

Controls

Controls: Simple to work with.

Maneuverability: Moves well, not that hard to manage.

Responsiveness: Thumbs up!

Challenge

Speed: It increases when you hold down.

Visibility: The background goes well with what the game is.

Difficulty: Not that difficult.

How I Can Address Feedback:

I can implement edge to edge teleportation for not only the spaceship but also the black hole. Doing so will make the game more fair by getting rid of the almost guaranteed chance of losing once you lead the black hole to the edge. In addition, I can add a screen once the game is started to teach the player about the objective of the game, and the controls. Doing so will help clear the confusion of the “inverted” collision effect. Finally, I can implement a better visual setting, such as a space station that the ship has to dock into, and if you move outside the circle, then you have moved too far to a direction, and if you don’t correct your mistake before the counter drops to 0, then you crash the spaceship, and the game ends.

Code Screenshots:

Design: collision.pde

Screenshot of Top Line:

Screenshots of Code:

 

 

Timed Screenshots:

Code Challenges:

I don’t really feel like there were many challenges for the graphics, motion, sound, and collision. However, one thing that took some trial and error was setting the hitbox on the dock so that it wouldn’t be too far out or too far in.

Define: collision.pde

Objects and Resources Program Will Use:

  • Spaceship
  • Spaceship “Circle
  • Dock
  • Background Music
  • Spaceship Sound
  • Point System

Different Variables Each Object Will Need:

  • Spaceship
    • Variable(s): spaceship, spaceshipAcc, spaceshipNoAcc, spaceshipX, spaceshipY, spaceshipAng, spaceshipRot, thrust, slow, speedVar
    • Explanation(s): The variable spaceship is a variable of type PImage, which will hold the two different states of the spaceship image. The variable spaceshipAcc is a variable of type PImage, which will hold the image of the spaceship with flames coming from it’s engines, which will replace the variable spaceship, when thrust equals true. The variable spaceshipNoAcc is a variable of type PImage, which will hold the image of the spaceship, which is used to then reset the image of the spaceship back to the one without any flames from it’s engine, for times when thrust equals false, or slow equals true. The varialbe spaceshipX is a variable of type float, and is set to the X position of the spaceship. The variable spaceshipY is a variable of type float, and is set to the Y position of the spaceship. The variable spaceshipAng is a variable of type float, which is set to the angle that spaceship is currently at. The variable spaceshipRot s a variable of type float, which is used to determine how much the spaceship will rotate, ultimately causing the variable spaceshipAng to change. The variable thrust is a variable of type boolean and is used to trigger the swapping of spaceship images from the one without flames, to the one with flames when it equals true, and vise versa when thrust equals false. The variable slow is a variable of type boolean, and is used to trigger the swapping of spaceship images from the one with flames to the one without flames when it equals true, and also causes the spaceship to slow down and reverse when it’s true. When the slow variable equals false, then the image of the spaceship will default to the one without flames, given that the variable thrust also equals false. The variable speedVar is a variable of type float, and is used to determine how fast the spaceship will fly. The higher the number, the faster the spaceship will go. When the variable is to any decimal between 0 and 1, the spaceship will fly slower, while any negative number will result in the inversion of the controls. When speedVar is set to 0, the spaceship will not move at all.
  • Spaceship “Circle”
    • Variable(s): mvX, mvY, tarDia
    • Explanation(s): The variables mvX and mvY will allow the circle to move, and will be set to follow the spaceship around. The variable tarDia will be used to set the diameter of the circle.
  • Dock
    • Variable(s): dockX, dockY
    • Explanation(s): The variables dockX and dockY just sets the position for the dock to be.
  • Background Music
    • Variable(s): bgSound
    • Explanation(s): The variable bgSound will hold the sound for the background music, which will then be looped.
  • Spaceship Sound
    • Variable(s): thrusters
    • Explanation(s): The variable thrusters will hold the sound for the spaceship. The sound will be activated once the W key is pressed.Point System
      • Variable(s): counter, counterS
      • Explanation(s): The variable counter keeps track of the score, which starts at 50. Every time the spaceship gets out of the black circle around it, the score will decrease. The variable counterS then displays the score on the screen.