Difference between revisions of "Cannon"

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**In-game overlay displaying current angle and velocity.
 
**In-game overlay displaying current angle and velocity.
 
**Adjust angle and velocity in-game with D-Pad/trackball.
 
**Adjust angle and velocity in-game with D-Pad/trackball.
**Scoring. [work in progress]
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**Scoring.
 
**Preferences:
 
**Preferences:
 
***Explosive Target (Fireworks!)
 
***Explosive Target (Fireworks!)
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***Speed
 
***Speed
 
***Physical borders: Ground, Roof, Left Wall, Right Wall
 
***Physical borders: Ground, Roof, Left Wall, Right Wall
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***Completed Target Color (Useful for Random mode with Keep Targets enabled)
 
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Revision as of 01:17, 7 January 2011

Cannon is a basic trajectory simulation. You create the target via coordinates and change a variety of variables to try hitting it.

Cannon originated as a graphing calculator program and excluding the calculator this is my first 2D-animated program. That said, don't expect much from it.
Due to the many negative comments and my lack of time to improve the app, Cannon has been restricted to only a few English-speaking countries.

Read this QR Code with an Android device to go to Cannon in the Android Market

Links

Cannon in Android Market (Android-only link)
Cannon on AppBrain


Backstory

This is the timeline of Cannon and my programming experiences from initial creation to release on Android.

~1997: With the help of my dad for the basic trajectory equation, I originally programmed Cannon on my Casio fx-7400G graphing calculator. I eventually added wind, a target, and a fuze.

My 2010 New Years resolution was to extensively learn a programming language by the end of the year, which essentially means decent 2D or basic 3D applications.

April 15, 2010: I began learning Java with an online friend using Eclipse SDK and quickly became hooked to the point of holding off sleep well into the next day on several occasions.

May 1, 2010: I learned Swing (Java GUI) with my project for calculating the value of building purchases in the \'World War\' game for Android/iPhone.

May 6, 2010: I began learning Android development with my other app, Coinflip.

May 15, 2010: Coinflip was my first app to be released on the Android Market.

June 16, 2010: Began working on Cannon for Android and learning 2D animated rendering.

June 27, 2010: Cannon released to the Android Market!


Changelog

v2.0.0 [in development]

  • Changed: Process is properly killed when exiting with back button from first screen.
  • Changed: Screen is no longer restarted after closing preferences, text field values are reloaded if they were reset.
  • Added: Game type selection screen offering random target (v2-mode only) and the original custom game.
  • Changed: Moved Fire button to right of screen in landscape orientation.
  • Added: Ads (menus only).
  • Tweaked: Grid alignment.
  • Tweaked: 1G value changed from 9.81 to Android built-in constant (9.80665).
  • Added: Touching the screen will fire/refire.
  • Changed: Validity of color settings checked when set instead of when scene is loaded.
  • Removed: History and Changelog dialogs.
  • Added: Classic Mode to preserve the v1 style.
  • Reprogrammed using AndEngine. "v2-mode" includes features listed below.
    • Realistic bounce collision physics.
    • Solid target instead of outlined target of dots.
    • In-game overlay displaying current angle and velocity.
    • Adjust angle and velocity in-game with D-Pad/trackball.
    • Scoring.
    • Preferences:
      • Explosive Target (Fireworks!)
      • Keep Targets (In Random mode, hitting the most recent target adds an additional target)
      • Projectile Size
      • Pixels Per Meter
      • Speed
      • Physical borders: Ground, Roof, Left Wall, Right Wall
      • Completed Target Color (Useful for Random mode with Keep Targets enabled)


Release 1 (v1.0.0) [2010-06-27]

  • Initial release to the Android Market!

Started development on 2010-06-16


Known Issues