This marks the last day of the Processing project!
Please use the "processing" filter, above, to isolate the posts from this brief.
A digital sketchbook




Iterative development is defined as building functionality over time. For example, when [you] have a project, [you] continue to add features, interactivity, enhancements, and functionality—one item at a time.Source: http://www.adobe.com/devnet/articles/designer_developer_workflow.html
...as demonstrated above, we can use a random number generator to produce values with uniform and non-uniform distributions. However, in each of these cases, there is no relationship between a given random and the next random produced in sequence by the generator. Perlin noise (invented in the 1980s by Ken Perlin), however, allows us to produce a naturally ordered ("smooth") sequence of numbers.Source: http://www.shiffman.net/teaching/nature/week-1/

You mission, should you choose to accept it*, is to make a simple game prototype!Source: http://www.openprocessing.org/classrooms/?classroomID=1197
Using your new found code skills, like animation, collision detection, basic logic and managing arrays of custom classes, I want you to create a fun game.
It doesn't need an intro page or instructions, it only requires a game play element, and a game over state.
The focus should be on fun and simplicity. There's no point in making a really complicated game if it's not fun!
In order to achieve fun, adjust the speed that things move, how the game is controlled, and how it looks.
It can be abstract, so shapes and lines are OK. Just try to pick nice colours, and have other graphical niceties, like trails and particle effects. Sound effects can also help. (hint : http://thirdcog.eu/apps/cfxr )
Good luck!
* you don't really have a choice :)
The term particle system refers to a computer graphics technique to simulate certain fuzzy phenomena, which are otherwise very hard to reproduce with conventional rendering techniques. Examples of such phenomena which are commonly replicated using particle systems include fire, explosions, smoke, ... etc.Source: http://en.wikipedia.org/wiki/Particle_system
Almost every game can be thought of as having one main function that contains all the game logic, and which is run either when the user does something, or after a certain amount of time. This cycle of running the same core function over and over again is called the game loop, and is crucial to understand for any sort of game development.Source: http://active.tutsplus.com/tutorials/games/understanding-the-game-loop-basix/

During the late 1970s, video arcade game technology had become sophisticated enough to offer good-quality graphics and sounds, but it was still fairly basic (realistic images and full motion video were not yet available, and only a few games used spoken voice) and so the success of a game had to rely on simple and fun gameplay. This emphasis on the gameplay is why many of these games continue to be enjoyed today despite their technology being vastly outdated by modern computing technology.Source: http://en.wikipedia.org/wiki/Golden_age_of_arcade_video_games
Considered the game that revolutionized the video game industry. The first blockbuster video game, it established the shoot 'em up genre, and has influenced most shooter games since.
Created to compete with Space Invaders. Featured a color screen and had aliens attack in swooping formation. It also featured levels and boss encounters.
First Atari game to use vector graphics.
Atari's most successful coin-operated game.
Custom cabinet with novel dual-joystick controls, using two 2-way joysticks for movement, and periscope-like viewer.
What are best practices to add gameplay, to specific level? I have some event types, and my game logic now looks like. OnEnterSensor is virtual and is different for each level(01,02 ...). Game type platformer and what about other types of games and their logic description.Answer
The data you loaded and parsed can be accessed just as you've indicated, using standard conditional logic. If you're looking for conciseness, there are other ways to do conditional logic:

Ten years ago, the idea of artists or designers writing code or designing hardware was almost unheard of. Today, not only has it become commonplace, but it has become and important arena of expression and exploration. The dialogue between technology and design is a vital and vibrant one that shaped art and technology alike.
Interaction could be defined as the exchange of information between two or more active participants. The writer and video game designer Chris Crawford describes interaction as "an iterative process of listening, thinking, and speaking between two or more actors.
...human computer interaction, computer human interaction, or experience design. All mean more of less the same thing; designing a system of some sort that a person can interactive with in a way that is meaningful to them.The following quote is particularly interesting; I plan to cover the 'Game-Loop' in another post.
There is another key concept in interaction design that you should understand: the feedback loop. The feedback loop is a process of an entity communication with itself while checking with either an internal or external regulatory system.Processing
What can you do with Processing? Becuase Processing is built in Java and runs using Java, it can do almost anything Java will do, and although Java can't quite do everything you'll see in computational art and design, it certainly comes close.Source: Noble, J. (2009) Programming Interactivity

During this module you will be taught Processing and learn the very basics and begin to develop your programming skills. You will be given a series of exercises to do in the class and some projects to do outside of the class. You will be asked to upload these projects onto the Open Processing website classroom. The projects can be developed and pushed as far as you can like. You must also research how Processing is used and comment on projects that have used this kind of programming. Your research should include some interactive projects. You must demonstrate your learning development on your blog through commentary and a posting of classroom assignments.Learning Outcomes
Using the interactive stripes as an example, I want you to create a Button object. It can be rectangular or circular, it's up to you.Source: http://www.openprocessing.org/classrooms/?classroomID=1197
Then I want you to make an array of the buttons.
They should move around the screen and when they reach the edges, they either bounce off or loop around to the other side of the screen.
When you click on a button, it changes colour. When you click it again it reverts to its original colour.
You have until the end of Tuesday 10th January.
This is something I'm trying to do for a university assignment and I'm quite new to it, but I've done a lot of reading on the subject. Please could someone to explain, in the simplest terms, how to do what I'm trying to do, so that I can understand what needs to happen?I also pasted a link to my code, and then waited...
I have an array of objects, each draw a circle to the screen; I have them bouncing within a bounding box but now I'd like them to collide.
I wrote the method below, which is working... but only just. The balls occasionally get stuck and 'jitter' on one another and I have no idea why this is happening.
You cannot just reverse the direction in which your object is moving, because the collision may happen almost from behind it, in which case the reversal will put it again in collision course against the object which collided with it. That explains the jitter that you see. You need to consider the direction from which the collision occurred, and adjust your direction vector accordingly, using the related physics formulas for what is known in physics as "elastic collisions".It took a whopping 11 minutes for that answer! And he was so right...
Here, check this out: http://en.wikipedia.org/wiki/Elastic_collision

Object-oriented programming (OOP) is a programming paradigm using "objects" – data structures consisting of data fields and methods together with their interactions – to design applications and computer programs.Source: http://en.wikipedia.org/wiki/Object-oriented_programming
An array is a container object that holds a fixed number of values of a single type. The length of an array is established when the array is created. After creation, its length is fixed.

Each item in an array is called an element, and each element is accessed by its numerical index. As shown in the above illustration, numbering begins with 0. The 9th element, for example, would therefore be accessed at index 8.Source: http://docs.oracle.com/javase/tutorial/java/nutsandbolts/arrays.html
A subroutine (also called procedure, function, routine, method, or subprogram) is a portion of code within a larger program that performs a specific task and is relatively independent of the remaining code.Source: http://en.wikipedia.org/wiki/Subroutine
A class, for example, is like a blueprint for a house. It defines the shape of the house on paper, with relationships between the different parts of the house clearly defined and planned out, even though the house doesn’t exist.Source: http://net.tutsplus.com/tutorials/php/object-oriented-php-for-beginners/
An object, then, is like the actual house built according to that blueprint. The data stored in the object is like the wood, wires, and concrete that compose the house: without being assembled according to the blueprint, it’s just a pile of stuff.