Initial commit.  This is actually a really late start for VCS. Right now the splash screen is complete.
Finished second splash screen
I'm able to make a candy fall down the screen while rotating constantly but I'm still unable to get the image to scale properly. There must be some way to implement scaling on these that's different from what's used here.
Fixed the scaling/drawing/geometry issues
Random relocation once the end of the screen is reached. It needs checked to ensure that the Actor doesn't appear too close to either the left or right sides of the screen.
Working on an extremely rough draft of the title screen. So far, you can quit the game!
Refactored a lot of the core code base for CandyBase to make children classes a little cleaner and to avoid a lot of redundant code that could crop up in children classes. Staring work on the Sucker entity.
Trying something a little different - trying to make a 100% procedurally generated entity
Added 100% procedural creation for CandyDrop. Working on getting these things into the arena.
Going back to working on the Arena screen.
Some issues with suckers but they've been fixed. A level can now queue Candies and drop them over a specified time.
Bringing together a MathEngine to help with some things that should help with... math things... in the game.
Working on putting all mathematical operations into the MathEngine
MathEngine.prepLevel method is complete
The MathEngine appears to work flawlessly as far as setting the level goes. I'll need to implement player functionality and win/lose status in order to fully test the dynamic that I want to have in the game to see if this thing is working as I want it to.
Slowly working on making candy drop according to a sine wave that acts as a "pulse" that operates on amplitude events only
(peak-to-peak is not measured). It's not tied directly with the difficulty curve yet and there are still some outstanding issues with candy falling speed
and making sure that certain candies are only created in certain levels.
Candies will drop, are tappable, play an annoying sound when tapped, add to the score and the current tap counter. There needs to be a way to progress
through the states of the level.
The game will now transition from state to state.
Cleaning up the ArenaScreen to make it more managable
Level progression now works if you win the level