In the game you have a deck of cards with a certain number of images on each card. In any pair of cards chosen from the deck there is
one matching image between them.The objective of the game is to recognize this image as fast as possible and tap it.
There are some issues with the game
sometimes it freezes when I call save strings to write data to the sd card, which I do to store the scores in the game
if you push the menu button or the back button while playing the game starts from setup when you go back to it, and I was wondering if there was a way to pause it and have it pick up where it left off
when going back to the game after pressing the menu or back button it sometimes goes to a black screen and then crashes
Also I would like to make multiplayer modes for the game, which will be new ground for me.
If there are any developers interested in helping me with this and making the game a joint venture I'd be very happy! The source is here
The idea is simple -- you have a deck of cards with a certain number of images on each card. In any pair of cards chosen from the deck, there is
one matching image between them. The objective of the game is to recognize this image as fast as possible and tap it. There are two modes of play: time trial and survivor. Time trial is a race to tap through the deck, and in survivor you earn extra time by getting matches and try to get as many as you can before time runs out.
The number of images on each card can be chosen in the menu. With 3 images per card the game is more about twitch reflexes, while with 10 images per card the game is more methodical and a player might want to rotate his card to see if the match jumps out at him.
I would like to make multiplayer modes for the game, which will be new ground for me. If there are any developers interested in helping me with this I'd be very happy! The source is in the following repository on github:
If you download the game and like it please tell your friends about it and give it a little review on the play store, I would also appreciate any feedback you might have. Thanks!
Hey there guys. I'm having a problem with processing that I've never had before. I'm running the newest version of processing (2.0.1) on Mac OS 10.8.4 and have tried reinstalling processing to no avail.
The problem is that I can only use loading functions, like loadStrings() and loadImage(), by passing them the absolute path of the files I want to load. Placing them in the "data" folder inside the sketch directory doesn't work -- I get the warning
"The file "test.txt" is missing or inaccessible, make sure the URL is valid or that the file has been added to your sketch and is readable."
Also, when I call dataPath("") inside setup it returns nonsense. Here's an example
void setup() {
// String[] lines = loadStrings("test.txt");
println(dataPath(""));
}
The following is printed to the console /Applications/data This directory doesn't exist on my machine... I have tried this on my mom's MacBook and dataPath(""), loadStrings() and loadImage() behave as expected.
Has anyone experienced this before? Does anyone know how I might go about fixing it? Thanks!
I'm trying to get write a sketch which will allow me to combine zooming in and out on the center of the screen with "minus" and "equals" with zooming in on the mouse coordinates of the screen with a double click. I have two problems.
1) Zooming in on the center of the screen works fine, but when it's combined with zooming in on the mouse coordinates it doesn't work.
2) Zooming in on the mouse coordinates only _sort of_ works if not used in conjunction with the center of screen zoom. By sort of I mean if I choose one spot on the screen to zoom towards and keep zooming on that spot, it works. However, if I zoom on one spot and then on another the second zoom will not zoom towards the second spot I've chosen. If I leave the third zoom in the same spot as the second zoom, the third zoom _will_ zoom in on the correct spot. So it's the change from one zoom location to another that's causing problems.
By the way, with mouse zoom, I don't want to move the target of the zoom to center of the screen--I want the target of the zoom to have the same coordinates on the screen as it did before the zoom. When it works it's currently doing this, and this is one thing I don't want to change.
Thanks for the help!
~~~~~
Code:
//a test sketch to get zoom to work
//scale values for mouse and keys, translate values
float scmouse=1;
float sckeys=1;
float Xmouse=width/2;
float Ymouse=height/2;
float tx = 0, ty = 0;
void setup() {
size(500, 500);
}
void draw() {
background(0);
if (keyPressed) {
//= and - to zoom in and out on center of screen
if (key == '-') sckeys *= 1/1.05;
if (key == '=') sckeys *= 1.05;
//r to reset all zooms and translates
if (key == 'r') {
sckeys=1;
scmouse=1;
tx=0;
ty=0;
}
}
/*this code works it not used in conjunction with the mouse zoom
it zooms in and out on the center of the screen
*/
translate(width/2, height/2);
scale(sckeys);
translate(-width/2, -height/2);
/*Xmouse and Ymouse are just mouseX and mouseY constrained to the screen.
This code _sort of_ works if not used in conjunction with the key zoom
written right above. By sort of I mean if I choose one spot on the screen
to zoom towards and keep zooming on that spot, it works. However, if I zoom
on one spot and then on another the second zoom will not zoom towards
the second spot I've chosen. If I leave the third zoom in the same spot
as the second zoom, the third zoom _will_ zoom in on the correct spot.
So it's the change from one zoom location to another that's causing problems.
*/
translate(Xmouse, Ymouse);
scale(scmouse);
translate(-Xmouse, -Ymouse);
//mouseDragged translation
translate(tx, ty);
//some test rectangles
fill(255);
rect(225, 225, 50, 50);
fill(255, 0, 0);
rect(300, 300, 20, 20);
fill(255, 255, 0);
rect(50, 50, 10, 10);
}
//getting mouse coordinates for debugging just type c
void keyReleased() {
if (key == 'c') {
println();
println("X = " + mouseX);
println("Y = " + mouseY);
}
}
//every time mouse is double clicked, the variable scmouse, the mouse scale,
//is multipled by 2
void mousePressed() {
// mouseEvent variable contains the current event information