Project Update #4

So we’ve finished the tutorials and we will start creating our own game.

As a reminder, our objective in the course is to explore and learn about the Unity engine, game logic and how game objects work.

In the last couple of days we implemented a system to create different tanks in the same scene, the logic to control the game flow and audio mixers.

The tank manager is a script that controls that instantiate a tank in the scene, setting its new color, and defines several methods to modify the behaviour of the tank, like disabling control.TankManager.png

The Game Manager is a script that controls the game (duh), setting the targets for the camera (because there could be different number of tanks), and have different functions that are executed based in the current state of the game (i.e.: starting a round, playing, finishing). We can archive this thanks to coroutines, which are functions that can pause its execution and return to the normal flow of unity (updating the frame, etc.) and then continue executing where it left.GameManagerCode.png

So the Game Manager just defines the number of rounds to win, the delay time to start (a countdown), controls the targets of the camera, instantiates the tanks and the Manager also keeps track of the state of the tanks (to finish the game when there is only one tank left in the scene).


The starting delay just shows the text “tanks!”.


The audio mixer is just like a filter to all the audio sources that the game have, you can just create one in the project folder.CreateAudioMixer.png

You can also create sub-mixers, so you can divide the sounds of the game and apply different filters to it, in addition to the main mixer.


In the output field of the audio source of the different objects you can select the audio mixer that you want that sound belong to.


And as you can see in the images you can add filters, modify the pitch, level, attenuation and other things until you are satisfied with the sound effects of the game.

The next idea is to create an interface to interact with the tank and game manager scripts. This interface will let the player to set some properties for the game (like adjusting the damage, the force and the color of the tank).

Project Update #3

We are almost on the end of the tutorials, I guess we will finish it and start creating the modified game by Wednesday. Because there are a lot of things we’ve done and there is no much time to explain everything, I’ll just add some images and briefly explain what they are.

This part is about creating the tank health, UI and logic. So I started adding a slider. Because the canvas is it’s own space it’s needed to change the Render mode to World Space.


I moved the slider under the tank, changed its size and deleted the thing to move its value.


I changed the default image by this one, it is a circle with a gap in the middle. Also changed the slider mode to radial (so it fills clockwise and not left to right).Canvas3

I added the script to control the health slider, I used color interpolation to calculate the color needed in the cicle and set the value of the slider based in the health of the tank.


And now you can see that the tank has a green circle around it. There’s also a explosion animation for the tank, when the healh of the tank reaches zero, an explosion animation is created in the same position as the tank and the tank object is deleted from the scene.

explosinThis part is about creating the shells prefabs.

First I added the shell model to the scene, added a Capsule collider to it, checked Is Trigger (to trigger a method when it collides with a tank), and also a light.


Here’s some code that goes in the Shell. When it collides it searches for tanks (that are in a special layer that groups all the tanks), calculates its distance to the tanks and apply a force and a damage to the tank according to that distance. When the shell touches something, it plays an explosion animation and deletes the shell object. Also, the shell is automatically deleted after it’s been two seconds in the scene (to avoid having around shells that, for some reason, never collided).


Here you can see, I dropped a shell in the scene, it exploded and the tank taked damage.shellExplosionNext part is about shooting shells, I added another slider, changed the image to the yellow arrow and set its position in front of the tank.


Here’s the code that allows the tank to shoot. The tank can charge its shoot and when the player releases the shoot key, a new instance of the shell prefab is created, and its velocity and direction is calculated according to the tank position, rotation and the amount of time that the player pressed the key. It also sets the value of the slider to the value of the charge amount, so the player can see the arrow growing when they press the fire button.ShellShootCode

And here you can see the tank rotating and firing shells!shootingShells

Next in the list is creating a manager to handle the spawning of tanks.

CRC cards

CRC Cards


What are CRC cards? Are they really useful or just a waste of time? Why should I care? Where where were you on the night of December 25th? We all have asked these questions to ourselves at least once in our lives. And I’ll just answer the first one.

CRC (stands for Class, Responsibility and Collaboration) cards (stands for Community Assistance for Reconstruction, Development, and Stabilisation) is an Object Oriented design pattern, useful.

These cards are supposed to help the software developer to think which objects he will need to have, what methods they will have and how will they interact among them, even before start writing code. It is supposed to be a good tool to learn the OOP paradigm because, regardless the syntax or implementation of an specific language, you can focus in what really matters, the whole concept of objects.

To write CRC cards you need to think about three things:

  1. Class (name):The class has to have a short and descriptive name of what it represents and what it does.
  2. Responsibility:
    The problems that the class is supposed to solve and its procedures, these should be short verb phrases containing an active verb. This is typically what this class does when it interacts with other classes.
  3. Collaboration:
    Objects should not be isolated from each other, they all must collaborate to accomplish a common goal, just like we learned from The Wonder Pets! Here you write with which other classes this one interacts with.

CRC cards have the following format and are written in 4×6 index cards:

With CRC cards you can clearly see the relationship between classes, and the index cards have the advantage that you can move them around, organize and overlap them so you can put them in certain position that helps you to think about the relationship between these classes.

And with this I answer to the fist question, you should be able to answer the second and third questions by yourself, maybe the fourth too.

Information and images extracted from

Permission to copy without fee all or pan of this material is granted provided that the copies are not made or distributed for direct commercial advantage, the ACM copyright notice and the title of the publication and its date appear and notice is given that copying is by permission of the Association for Computing Machinery. To copy otherwise, or to publish, requires a fee and/or specific permission.

Overloading vs. Overriding


Serendigity. “Overload” Online Image. Flickr. Octover 3, 2007.

Overloading and overriding are two similar concepts -they both are about creating several methods with the same name- but very different when it comes to practical functionality and implementation.

Overloading (formally, static polymorphism) is resolved at compile time, and it is when the methods with the same name are declared in the same class, distinguished only by their signatures (the parameters of the method), so that the compiler knows which method overload you are calling based on the data type of the arguments you are passing.

Overriding (or overwriting, according to ken), is resolved at runtime and it is when you define a method that is already defined in a parent class. It can be resolved because of the data type of the “implicit first parameter” (aka, the object itself).

Java implementation



Overloading with different data types and number of parameters.


Overloading with same data types and number of parameters, but different order.


Overloading allow different return types.


The return type of the method is not considered when overloading.



In this example of overriding I have the Person abstract class, this class cannot be instantiated, but it provides like a “template” for its children classes. For example, the Person class has a String field “name”, because every person has a name, and a public method “talk” because all persons can talk (ok, almost all), this method prints “I’m a ” to the console, because, like I said, this is like a template, and different persons have different (very interesting) things to say. The method “getName” returns the name of the person. The constructor just takes the String name, although you can’t call this constructor directly, it can be called from its children classes.

It’s children classes are not abstract and extend (are children of) the Person class. They implicitly have “name”, a method “talk” and a method “getName”. Read the code of the Student and the Teacher classes and note how the constructors have a line “super(name)”, this is a call to the parent class constructor, and it will throw an error if it’s not there. Both the Student and the Teacher class Override the talk method, the notation @Override over the talk method just tells the compiler that you are overriding a method (no shit, Sherlock), it’s not required but you should use it to enforce proper overriding of a method. The talk() methods of Student and Teacher call the “” method (unlike the constructor, you can miss this statement here and there will be no errors), it prints “I’m a “, and then it prints something else. I also included an Overload of an Overriding method (mind blown) in the Student class to show the difference, it just prints “I love” + the argument (there is no call to

In the main method of the Person class I declare 2 persons, one teacher and other student, also, I declare a Student as a Student, this sound stupid but actually affects in the code. The preferred way is to declare the variable with the data type of the abstract class and instantiate it as the type that you actually want to use (Declared type on the left  and Actual type on the right so your code is not dependent from a specific implementation of an interface/abstract class. You can read more about this here. You can see that when the talk method is called from both the teacher and the student they print different things. Finally, to call the Overload method “talk(String food)” of “s” (with Declared type Person and Actual type Student) you have to implicitly cast it to Student and then call the method, like ((Student)s).talk(“tacos”), this is because this implementation is not declared in the Declared type of “s”. However, with “c” this does not happen, you can call that overload method because the Declared type of “c” is Student. Anyway, this is not considered a good OO practice, you should avoid writing methods that are not in the parent class, because there is a method specific to the Children class, and therefore making the code dependent from that class, and what you want is to make the code independent from specific implementations of the children classes (like explained in the previous stack overflow link).


Project Update #2 (and change)

We are changing our project for something simpler due to time and lack of Unity knowledge, it’s still a game though.

So the new project is about a tank fight videogame, we’ll do this game following the Unity tutorial Tanks tutorial, and this way we will learn how to use Unity and create the project.

But of course we won’t just deliver a videogame someone else made, the idea is to complete the tutorial and then use the same assets and modify the game so that it looks and plays different.

This is what we have so far.



We have the scenario, the camera logic (calculating were it shoud be looking at, according to the tanks position) and the tank movement (input and particle effects).

More information will be availible soon, please contact your #TC201 provider.

Human Torch

#WSQ10 – College Advice

The first thing caught my attention in Joel Spolsky’s post Advice for Computer Science College Students was his recommendation to learn microeconomics. Economics is surely something that I’m not interested in, but there are some subjects that everyone must learn in his life in order to be a successful person, even if you think they are boring af.

The second thing is the thing about learning to write (I already know how to write though). And he means write like being awesome writing, to caught the attention of the readers and to make it seem like what you are working on is the next revolution in technology.

The third and last thing appears (wildly) when he talks about not blowing off boring classes. Every person I’ve talked with on this subject tells me that the number that your college labels you with is not so important, if at all, for most employers, that the important thing is to connect with important people and to be recognised for your work. But now some random guy from 2005 comes out and tells me “Never underestimate how big a deal your GPA is”. That’s the real shit.

tutu sparkles


And this is the most boring wsq that I have ever done!
Because all it asked of me was filling the blank methods with just some return statements in most cases.
The most interesting I did in this assignment was doing a for loop and throwing some exceptions.

So i entered the WSQ11 blog post in kenscourses and clicked the first link because I’m too lazy to read.
And the first thing I notice is that I don’t know what to do here, obviously, instead of go back and read the instructions I started doing the first assignment.

After some dedication and hard work doing that thing about gravity I realized it was too stupid, so I deleted all the files, including System32.

So now I had the tough task of reading the instructions.
According to the English dictionary of Cambridge, the word “to” is pronounced as “tu”.
The instructions said that I should try to “tutu” the Library assignment.

All I did in the book class was add some fields, getters and setters.

And in the Library class I just used the Book class to create the simulation of a library.
It also asked me to create a static method, I was so excited.

After that I kept reading and clicked on a link, and the first thing a saw was a big message saying “Buy my book!”, it was so gross that I had to leave the site.