Sometimes, I just have to congratulate myself for being thorough:
been listening to every word of the Pong lecture and caught that
certain things are done "for computer engineering purposes".
In this case, collision detection should be a boolean ie return
true or false, and not do anything else. Other structures will take care of
what happens next.
Also just found out about game state modelling. Below, an example of how
to keep track of game state for a Mario-type game. Pong just works from
'if... then' constructs, but more elaborate games will be making use of this.
Finally, got the reference for sounds that can be used for small games like Pong:
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