Wednesday, March 11, 2009

iPhone Journal 0x10

Today (3/10/09), I managed to implement 90% of the "Undo" functionality of Cingo and to fix all of yesterday's bugs after hours of troubleshooting. I was, however, unable to work on any of the other views.
The special move for which the game is named took the longest time to add undo functionality to because the data size is variable - it is possible to surround more than one piece in a single slide or jump. I was also able to take the undo button beyond my early expectations such that it may be pressed until the game looks like it did at the very start. The only move that still needs to be able to be undone is upgrading a diamond to a mixed piece. This can be accomplished with a simple BOOL value, and I used a similar method for allowing jumps to be undone, so this should be a relatively painless process.
I still need to work on removing several memory leaks (see the spikes in the image below) that were introduced due to some strange allocation problems. Tomorrow, I will begin by finishing the undo button, fill the instructions view with information, and see if I can figure out how to remove the leaks. The latter is probably not very important at the moment because of the small quantity of leaks, and I may leave this for later.
I will then work on the change appearance view and new game view if time permits. After that, all that will be left is saving on view switch/exit and adding some other ways to win than capturing all opponent pieces. Everything seems to be coming together nicely at the moment.

(Note: the final spike is from killing the process, not from a lack of deallocation on program exit)

I would post more images, but the application has not changed in appearance, just functionality, since yesterday.

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