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mistervirtue

--- Finished Breakout ---

14 posts in this topic

I have no intention of playing it (and the OP did not specifically ask for that), I want to look at the code and critique that.

I'm also not in the habit of downloading and running random executable from forums anyhow, especially this one. It only takes one such instance for us to have a repeat of fongerchat. Edited by Josh Petrie
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[quote name='Josh Petrie' timestamp='1352311245' post='4998498']

I'm also not in the habit of downloading and running random executable from forums anyhow.
[/quote]

Probably a smart habit.
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[quote name='Josh Petrie' timestamp='1352311245' post='4998498']
I have no intention of playing it (and the OP did not specifically ask for that), I want to look at the code and critique that.[/quote]
I read that as "try out my game" as in play it. But critiquing code is always good too.

[quote]I'm also not in the habit of downloading and running random executable from forums anyhow, especially this one. It only takes one such instance for us to have a repeat of fongerchat.
[/quote]
Well ok. This is true. But I don't hold that blemish against GD.Net. Plus, that's what VMs are for :)
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Thanks Josh, you the man. Seriously I appreciate a Engineering Lead taking time out of their day to look am some scrub/noob code.
[list]
[*]To answer your question about ball/wall collision. I am not really sure how i would do that, but your question has certainly given me something to think about. I don't know if I know a more efficient way to handle that collision.
[*]To answer your other question about my Sprite Manager. I suppose I could could have the brick laying in my StartGame() be a method specific to brick rather than it being in the StartGame(). Or maybe i could have my StartGame stuff in the loadcontent
[/list]
I will really think about how to improve my code. thanks for the head-ups.
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[quote name='mistervirtue' timestamp='1352313693' post='4998521']
Thanks Josh, you the man. Seriously I appreciate a Engineering Lead taking time out of their day to look am some scrub/noob code.
[list]
[*]To answer your question about ball/wall collision. I am not really sure how i would do that, but your question has certainly given me something to think about. I don't know if I know a more efficient way to handle that collision.
[*]To answer your other question about my Sprite Manager. I suppose I could could have the brick laying in my StartGame() be a method specific to brick rather than it being in the StartGame(). Or maybe i could have my StartGame stuff in the loadcontent
[/list]
I will really think about how to improve my code. thanks for the head-ups.
[/quote]

Simply put and to cover Josh's pointers "code refactoring". Take this scenario in a breakout as your chosen game:-

- you decide to add falling power ups that are spawned when bricks break.

Think about what you need now to catch those falling power ups with your paddle and or the ball maybe? Where would your code need editing?

The same applies to sprite manager combined with game logic in this case. Never be afraid to break your code down and make it useable for later projects. Remember your next game might need collision detection but there are no balls and bricks!

You need to check this principle out http://en.wikipedia.org/wiki/Single_responsibility_principle

Good work, keep it up!
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Hey everybody I'm new here was searching google and it's weird because I'm currently working on the breakout project too in XNA game studois 4.0. Except I have the neurosky mindset http://www.neurosky.com/Products/MindSet.aspx and I am trying to design a game where the paddle gets bigger and smaller depending on your brainwave frequency and how relaxed you are. (To be very brief the neurosky mindset reads you brianwaves and that's how relaxed, alert, asleep, in the middle of repaxed alert, or super alert you are)

Good job getting the project done man. Congratulations. I for one am working through this online tutorial on youtube http://www.youtube.com/watch?v=jFNZSm4h008 to get a break out game done and I am using both my art (I'm an aritst) and my programming skills to get it done.

It's great though that you got you game done i'm goin to play it first thing when I get home and tell you how awesome it is (if it's breakout, then it's awesome)


This literally serves as an inspiration for me to get my game done. Thanks for even allowing this to exist.
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That is a lot for me to take in, but i will strive to understand and apply this knowledge. Seeing as I am a beginner i want to try and do what the pros do, so I am going to attempt to generalize and refactor my code before I move on to the next project. I want to develop smart and efficient habits early on in my programming career, that way I can have a strong foundation. I will do more research on this "single responsibility principle" and see what that is all about, sounds pretty cool. Thanks Josh.
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[quote name='mistervirtue' timestamp='1353131867' post='5001703']
I will do more research on this "single responsibility principle" and see what that is all about, sounds pretty cool
[/quote]
[url="http://en.wikipedia.org/wiki/SOLID_(object-oriented_design)"]SOLID[/url] (Wikipedia)
Object mentor has some [url="http://www.objectmentor.com/omSolutions/oops_what.html"]good articles on the topic[/url], although some of it may be difficult to follow until you gain the practical experience to go with the knowledge. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
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