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BackEnd.txt
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57 lines (43 loc) · 1.91 KB
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Start Function
create grid here
Update
where all the checks and stuff go
if loss of block -> event Function 1
event Function 1
will drop rest of blocks and add in new blocks (pull from function randompieces here too)
Notes
Start function = before first frame or physics update occurs
Awake function - for each object in the scene at the time when the scene loads
all awakes finish before start is called
MonoBehaviour.LateUpdate() - called after all update functions have been called, to get elapsed time since last call to LateUpdate, use Time.deltaTime
to destroy object use function Destroy within Collider or within MonoBehaviour
http://docs.unity3d.com/ScriptReference/Object.Destroy.html
Time.fixedDeltatime - time within fixed frame rate updates are performed
Time.maximumDeltaTime - maximum time a frame can take
Destroy function - destroy an object after the frame update has finished or after a short time delay
The phases of compilation are as follows:-
Phase 1: Runtime scripts in folders called Standard Assets, Pro Standard Assets and Plugins.
Phase 2: Editor scripts in folders called Standard Assets/Editor, Pro Standard Assets/Editor and Plugins/Editor.
Phase 3: All other scripts that are not inside a folder called Editor.
Phase 4: All remaining scripts (ie, the ones that are inside a folder called Editor).
maybe consider using namespaces to differentiate between graphics, movement and rest?
http://docs.unity3d.com/Manual/Namespaces.html
start function
create grid here
use random function 2 to help
Update
check movement validity, etc etc
if all is good -> event Function 1
Event Function 1
will Destroy that set of blocks and add in randomized new objects
use random function 2 to do this
Movement Function
all Henry
MAIN FUNCTION
Start
Set time
Movement function
Update -> Event Function
have a basic incremental counter that will act as score
repeat until timer runs out
Print out score