Merge pull request #12 from christoph2005/Alex-Branch

Alex branch
tester :D

simple test of same file changes
Revert "tester :D"

This reverts commit 9efc3b935e9fba3a3ffff7a34fa1d6f258c16a34.
Splash.lua updated with my name, cause it's better than Raf's
Merge pull request #13 from christoph2005/chris-branch

Splash.lua updated with my name, cause it's better than Raf's
Revert "Revert "tester :D""

This reverts commit cdb691557848315e0cfac7d260d4bbb80c9da4a0.
Revert "Splash.lua updated with my name, cause it's better than Raf's"

This reverts commit 6b841c450702b17c15b96fb4f4d7d8bc0a1c4c70.
Merge pull request #14 from christoph2005/chris-branch

Revert "Splash.lua updated with my name, cause it's better than Raf's"
Character movement (touch & accelerometer) has been generalized!!!
This was tough and took many hours but there is no longer a need to define the movement listeners in every level. It's all encapsulated in the following commands!

require("Scripts.characters")
player=beaverChar()

Thats it!
But you still have to add (AND REMOVE!) the Runtime Events, as usual; Here's an example just in case.

Runtime:addEventListener("touch", player)
Runtime:addEventListener("accelerometer", player)
Runtime:removeEventListener("touch", player)
Runtime:removeEventListener("accelerometer", player)

And even cooler...
player=beaverChar() could (EASILY!!!!) become
player=backOpsTurboChar() // The name is an example
The point is it is easier than ever to generate a new character.
We just have to define what it looks like, and it's shape
and just a few other tiny details like xScale and yScale and density, etc.

Oh, and P.S. It's allready implemented in all levels

More code saved and easier to read!
Merge pull request #15 from christoph2005/chris-branch

Chris: Character movement (touch & accelerometer) has been generalized!!!
Chris: Credits Scene completly redone.

The code is actually quite sloppy, but it's very easy to use and the result is quite decent looking I think.

The timing for changing the scene back to the main menu isn't automatic yet, but it can be made that way. As a result, if you end the scene too soon not all of the display objects get removed from the scene and are stuck in the display permanently, apparently.

each creditsObject has 1 image (our face) and it needs to be 200x200 pixels
stupid things
Added Raph to credits
Merge branch 'chris-branch' of https://github.com/christoph2005/RiverRun into Ralfs-Branch
Credits improved further
Merge branch 'chris-branch' of https://github.com/christoph2005/RiverRun into Ralfs-Branch
Team image scaled to fit in screen
adds more text to Ralf's section
Merge branch 'chris-branch' into Ralfs-Branch
Latest update