lp:hopper

Created by Daniel Bell and last modified

This is the main development branch of Hopper, and contains the up-to-date content of Hopper.

If you would like to contribute to Hopper, please clone this branch using bzr branch and request a merge into this branch.

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bzr branch lp:hopper
Members of Hopper Development Team can upload to this branch. Log in for directions.

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Branch information

Owner:
Hopper Development Team
Project:
Hopper
Status:
Development

Recent revisions

62. By Daniel Bell

Added ability to 'teleport' from Pinkspot to the starting position.

61. By Daniel Bell

Removed a few unneeded variables.

60. By Daniel Bell

Improvement to level 1: Updated Graphics: Cars still the same due to legal reasons not being able to use certain models that we would like to use.

Possible design of own cars, or changing the way the level acts, or what happens in that area being redesigned.

Level 2: Entire Left hand side has been implemented.
Stones: Now have a animate in/out action, not 100% smooth but better than just disapearing stones.
Flames: We now have flames, they animate in and out, and while out flicker.
Walls: Walls cannot be passed through.
BabyFrogs/tadpoles have been properly placed.

Some cleanup of code.

59. By Daniel Bell

Level 2 improvements: Traps are now deadly, and animate.

Traps raise and lower on a set timer, however the time inbetween lower and raising of the traps is linked to difficulty.

58. By Daniel Bell

Level 1 cleanup, moved a lot of objects in order to align them more proper. Map also changed a bit in terms of where areas are situated.
Frog now moves using a grid, (grid not shown). Currently 27px left and right, and 44 up or down.

Level 2 Development started. Currently grid shown for allignment and design purposes. Currently only the stone objects have been created and animated (and working). Lava is deadly y'know!

57. By Daniel Bell

Game 0.3, beta.

56. By Daniel Bell

Made a few changes to how I check and set difficulty in levels.py to bypass the regression in memory usage.

You can now set difficulty in play.level() and sending through difficulty as an optional variable. When it gets that, it will set self.difficulty to that value and then set self.speed to its according value based upon the self.difficulty.

Problem here is that this is a dirty hack. If we want to change how we implement difficulty in other ways than speed, then we can't really do it that way, as obhects might already be created, such as cars or logs that we can't really remove or add too, based upon the previous setting very well.

55. By Daniel Bell

Issues with changing difficulty and levels fixed.

54. By Daniel Bell

Completed pause fully. 2 option menu, resume, exit.
Cleaned up some code.
Levels are not correctly awarded after completing a level.
If very hard is set as difficulty, levels are not awarded, but 20 points are given.

53. By Daniel Bell

Added pause feature.

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