Berry/midterm-Berry.pde:+7 //10 THE SCENE: 800x600, sky & desert, grass. Score. Signature.??? Berry/midterm-Berry.pde:+10 //10 GREEN HERO: follows mouse. (Green head, except when hit). Berry/midterm-Berry.pde:+10 //10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Berry/midterm-Berry.pde:+10 //10 BALL HITS WALL: Bounce off "walls" (reverse dir in X or Y). Berry/midterm-Berry.pde:+5 //10 HERO HITS BALL: Ball reverses dir in X only. Add 3 to score. Berry/midterm-Berry.pde:+5 //10 BULLET LOOP: Every second. (20x10,100 apart), move right (50px/frame). Berry/midterm-Berry.pde:+8 //10 CODING STANDARDS. Fully modularized, comment each function, meaningful names. Berry/midterm-Berry.pde:+1-1 //TOTAL=55 "B" Brody/midterm-Brody.pde:+10 //10 THE SCENE: 800x600, sky & desert, grass. Score. Signature. Brody/midterm-Brody.pde:+3 //+3 EXTRA[+3]: hills. Brody/midterm-Brody.pde:+5 //+5 EXTRA[+5]: waving grass waves toward hero. Brody/midterm-Brody.pde:+10 //10 GREEN HERO: follows mouse. (Green head, except when hit). Brody/midterm-Brody.pde:+10 //10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Brody/midterm-Brody.pde:+10 //10 BALL HITS WALL: Bounce off "walls" (reverse dir in X or Y). Brody/midterm-Brody.pde:+10 //10 HERO HITS BALL: Ball reverses dir in X only. Add 3 to score. Brody/midterm-Brody.pde:+3 //10 BULLET LOOP: Every second. (20x10,100 apart), move right (50px/frame) Brody/midterm-Brody.pde:+2 //+3 EXTRA[+3]: Same height as ball plus or minus a random value of up to 20. Brody/midterm-Brody.pde:+6 //10 CODING STANDARDS. Fully modularized, comment precedes each function, meaningful names. Brody/midterm-Brody.pde:+1-1 //TOTAL=69 "A-" Brody/midterm-Brody.pde:+3//+ EXTRA[+3]: hills. Brody/midterm-Brody.pde:+5//+ EXTRA[+5]: waving grass waves toward hero. Brody/midterm-Brody.pde:+10//10 GREEN HERO: follows mouse. (Green head, except when hit). Brody/midterm-Brody.pde:+10//10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Brody/midterm-Brody.pde:+10//10 BALL HITS WALL: Bounce off "walls" (reverse dir in X or Y). Brody/midterm-Brody.pde:+10//10 HERO HITS BALL: Ball reverses dir in X only. Add 3 to score. Brody/midterm-Brody.pde:+3//10 FIVE PURPLE BULLETS: Created every second. (20x10 rect, 100 px apart). Brody/midterm-Brody.pde:+2//+ EXTRA[+3]: Same height as ball plus or minus a random value of up to 20. Brody/midterm-Brody.pde:+6//10 CODING STANDARDS. Brosseau/midterm-Bross.pde:+10 //10 THE SCENE: 800x600, sky & desert, grass. Score. Signature. Brosseau/midterm-Bross.pde:+10 //10 GREEN HERO: follows mouse. (Green head, except when hit). Brosseau/midterm-Bross.pde:+10 //10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Brosseau/midterm-Bross.pde:+2 //10 BULLET LOOP: Every second. (20x10,100 apart), move right (50px/frame). Brosseau/midterm-Bross.pde:+1-1 //TOTAL=32 "C" Caldwell/midterm-caldwell.pde:+4 //10 THE SCENE: 800x600, sky & desert, grass. Score. Signature. Caldwell/midterm-caldwell.pde:+5 //10 GREEN HERO: follows mouse. (Green head, except when hit). Caldwell/midterm-caldwell.pde:+10 //10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Caldwell/midterm-caldwell.pde:+10 //10 BALL HITS WALL: Bounce off "walls" (reverse dir in X or Y). Caldwell/midterm-caldwell.pde:+2// No loop. //10 BULLET LOOP: Every second. (20x10,100 apart), move right (50px/frame). Caldwell/midterm-caldwell.pde:+5 //10 CODING STANDARDS. Fully modularized, comment each function, meaningful names. Caldwell/midterm-caldwell.pde:+1-1 //TOTAL=36 "C" Caraballo/midterm-Car.pde:+4 //10 THE SCENE: 800x600, sky & desert, grass. Score. Signature. Caraballo/midterm-Car.pde:+10 //10 GREEN HERO: follows mouse. (Green head, except when hit). Caraballo/midterm-Car.pde:+10 //10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Caraballo/midterm-Car.pde:+10 //10 BALL HITS WALL: Bounce off "walls" (reverse dir in X or Y). Caraballo/midterm-Car.pde:+5 //10 CODING STANDARDS. Fully modularized, comment each function, meaningful names. Caraballo/midterm-Car.pde:+1-1 //TOTAL=39 "C+" Farquharson/midterm-Farquharson.pde:+10 //10 THE SCENE: 800x600, sky & desert, grass. Score. Signature. Farquharson/midterm-Farquharson.pde:+3 //10 GREEN HERO: follows mouse. (Green head, except when hit). Farquharson/midterm-Farquharson.pde:+10 //10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Farquharson/midterm-Farquharson.pde:+10 //10 BALL HITS WALL: Bounce off "walls" (reverse dir in X or Y). Farquharson/midterm-Farquharson.pde:+5 //10 CODING STANDARDS. Fully modularized, comment each function, meaningful names. Farquharson/midterm-Farquharson.pde:+1-1 //TOTAL=38 "C+" Guetter/midterm-Guetter.pde:+7 //10 THE SCENE: 800x600, sky & desert, grass. Score. Signature. Guetter/midterm-Guetter.pde:+10 //10 GREEN HERO: follows mouse. (Green head, except when hit). Guetter/midterm-Guetter.pde:+10 //10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Guetter/midterm-Guetter.pde:+5 //10 BALL HITS WALL: Bounce off "walls" (reverse dir in X or Y). Guetter/midterm-Guetter.pde:+6 //10 CODING STANDARDS. Fully modularized, comment each function, meaningful names. Guetter/midterm-Guetter.pde:+1-1 //TOTAL=38 "C+" Harrison/midterm-harrison.pde:+10 //10 THE SCENE: 800x600, sky & desert, grass. Score. Signature. Harrison/midterm-harrison.pde:+10 //10 GREEN HERO: follows mouse. (Green head, except when hit). Harrison/midterm-harrison.pde:+10 //10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Harrison/midterm-harrison.pde:+5 //10 CODING STANDARDS. Fully modularized, comment each function, meaningful names. Harrison/midterm-harrison.pde:+1-1 //TOTAL=35 "C" Holland/midterm-Holland.pde:+8//NO NAME! //10 THE SCENE: 800x600, sky & desert, grass. Score. Signature. Holland/midterm-Holland.pde:+10 //10 GREEN HERO: follows mouse. (Green head, except when hit). Holland/midterm-Holland.pde:+10 //10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Holland/midterm-Holland.pde:+3//Bomb code does not work. //10 BLUE BOMB: Click creates "bomb" (blue 15x30). Fall 10p/frame. Holland/midterm-Holland.pde:+10 //10 BULLET LOOP: Every second. (20x10,100 apart), move right (50px/frame). Holland/midterm-Holland.pde:+10 //10 CODING STANDARDS. Fully modularized, comment each function, meaningful names. Holland/midterm-Holland.pde:+1-1 //TOTAL=51 "B" Lengon/midterm-Legnon.pde:+7 //10 THE SCENE: 800x600, sky & desert, grass. Score. Signature. Lengon/midterm-Legnon.pde:+10 //10 GREEN HERO: follows mouse. (Green head, except when hit). Lengon/midterm-Legnon.pde:+10 //10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Lengon/midterm-Legnon.pde:+10 //10 BALL HITS WALL: Bounce off "walls" (reverse dir in X or Y). Lengon/midterm-Legnon.pde:+7//score? x-only? //10 HERO HITS BALL: Ball reverses dir in X only. Add 3 to score. Lengon/midterm-Legnon.pde:+4//DOES NOT WORK! //10 Face turns pink FOR 5 FRAMES. Lengon/midterm-Legnon.pde:+2//NO LOOP //10 BULLET LOOP: Every second. (20x10,100 apart), move right (50px/frame). Lengon/midterm-Legnon.pde:+10 //10 CODING STANDARDS. Fully modularized, comment each function, meaningful names. Lengon/midterm-Legnon.pde:+1-1 //TOTAL=60 "A-" Tillman/midterm-Tillman.pde:+7//No Grass //10 THE SCENE: 800x600, sky & desert, grass. Score. Signature. Tillman/midterm-Tillman.pde:+7 //10 GREEN HERO: follows mouse. (Green head, except when hit). Tillman/midterm-Tillman.pde:+10 //10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Tillman/midterm-Tillman.pde:+10 //10 BALL HITS WALL: Bounce off "walls" (reverse dir in X or Y). Tillman/midterm-Tillman.pde:+3//No clidk //10 BLUE BOMB: Click creates "bomb" (blue 15x30). Fall 10p/frame. Tillman/midterm-Tillman.pde:+2//NO LOOP //10 BULLET LOOP: Every second. (20x10,100 apart), move right (50px/frame). Tillman/midterm-Tillman.pde:+4 //10 CODING STANDARDS. Fully modularized, comment each function, meaningful names. Tillman/midterm-Tillman.pde:+1-1 //TOTAL=43 "C+" Woods/midterm-Woods.pde:+4 //10 THE SCENE: 800x600, sky & desert, grass. Score. Signature. Woods/midterm-Woods.pde:+5 //10 GREEN HERO: follows mouse. (Green head, except when hit). Woods/midterm-Woods.pde:+10 //10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Woods/midterm-Woods.pde:+2 //NO BOMB //10 BLUE BOMB: Click creates "bomb" (blue 15x30). Fall 10p/frame. Woods/midterm-Woods.pde:+3 //10 CODING STANDARDS. Fully modularized, comment each function, meaningful names. Woods/midterm-Woods.pde:+1-1 //TOTAL=24 "D" Woods/midterm-Woods.pde:+1 EXTRA[+5+5]: accelerate faster and/or vary X randomly by up to 10 px. Zelhof/midterm-Zelhof.pde:+5 //10 THE SCENE: 800x600, sky & desert, grass. Score. Signature. Zelhof/midterm-Zelhof.pde:+10 //10 GREEN HERO: follows mouse. (Green head, except when hit). Zelhof/midterm-Zelhof.pde:+10 //10 RED BALL: travels diagonally: 5x,2y. (0.4 slope). Zelhof/midterm-Zelhof.pde:+10 //10 BALL HITS WALL: Bounce off "walls" (reverse dir in X or Y). Zelhof/midterm-Zelhof.pde:+1-1 //TOTAL=35 "C"