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John Chambers SURF-IT 2012 SpeechAdventure #1

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Here's all the code, you guys! All resources not included in the project are on the white laptop in a folder on my account's desktop called "Speech Therapy Project." Most important among these files are the vector graphics resources, which are rasterized on GitHub.

Thanks for an awesome summer, and I really hope this work serves as a halfway decent foundation.

alexandraholloway and others added 30 commits November 2, 2011 16:57
The OpenEars library is now included directly in the project folder so
that references to it need not be changed between developer machines.
Before adding sprite sheets
Incorporating GameCharacter for abstraction of animation actions
This reverts commit 7093e8b.
Resources include the resized Sam sprite sheet & PopABalloonXML v2.4
…ing the condition requires access to virtually all the properties of GameStage, I'm moving the "isConditionSatisfied" method to GameStage. Otherwise, I'll have to add a ridiculous number of extra references.
In retrospect, would have been better to make a GameActorCollection or GamePluralActor object and associate relevant methods with that object (because of forced vertical imports).
May have even been a good idea to create a great big object to hold all Actors both single and plural so that they could be referenced from lower included classes such as GameRewardCondition & GameCue.
Also, better to put XML initialization methods directly in each parsed object when possible instead of in a separate file.
The two types are absolute and relative. Absolute destinations move to the exact coordinates entered while relative destinations treat the entered coordinates as modifications to the existing point.
… too complex to implement with regard to the use I think it will get.
There's an echo happening because, for some reason, the system wants to play sound files twice & on top of each other.
I may have to sacrifice multi-actor sequences, because they seem like they might be causing the trouble.
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