Submission: Programming theory in action
Exercise
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foundational
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+60XP
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30 mins
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Unity Technologies

1. This mission has been updated!
2. Overview
3. Create a new repo and do your initial commit
4. Design your project
5. Create a branch for your title screen and commit changes
6. Merge your branch with the master branch
7. Continue working on your submission
8. Submit your project
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Counter project
Sample Project build for counting prototypes of the machine..
Blaster Shooter
It's a 2D shooter which is still in progress. https://github.com/MrHi00/Programming-Theory-Repo

final excise for jr-programinng-pathway
- INHERITANCE Vehicle Player / Enemy / Enemy2 / PowerUp - POLYMORPHISM Overload Move Player Move(Vector3 ) Enemy2 Move(float x, float y) - POLYMORPHISM Override -- SetTarget Player = mouse click Position / Enemy = random positions / PowerUp = stay position -- SetTurn PowerUp -- TurnOn -- GotoTarget Enemy2 = alternate 4 positions - ENCAPSULATION PlayerHealth get set is not set greater than 10 or less than -10 - ABSTRACTION SetTarget GotoTarget SetTurn Turn https://github.com/yumopino/Programming-Theory https://play.unity.com/en/games/93619051-fd71-4fa2-9bc1-cd91d1d7a924/evade

POO theory work
Simple game, you have to dodge the enemies with (q/d) or shoot them (spacebar). there is only to works on POO theory

Medival Game
This turn-based game uses the four fundamental pillars of OOP. It utilizes inheritance by creating a single Character base class and Enemy base class, then creating many sub-classes that inherit from the base classes. The sub classes are the Characters an enemies, such as Archer(Character), Goblin(Enemy), Knight(Character), Surged Wizard(Enemy), and more. It also uses Polymorphism with method overriding, a good example being the sub-classes override virtual attack methods located inside the base classes. Another pillar that is uses is Encapsulation, which is used to supervise the changes made to values like health and stamina. Finally, it uses the final fourth pillar, Abstraction. One such example would be the use of interfaces for characters that can attack (all of them), characters, enemies, and more. If you have any questions about my code or anything else concerning the project, comment and hopefully will respond.

hio
HIO

Archer game
Using OOP in unity feels like bending backwards. In order to make a usual example Enemy - Certain Enemy inheritance, i had to create a god class Enemy (with all that enemy can do in one class) cuz only that way it would make sence, so i can reuse it in children. But God class is bad, component design is good. Then why i needed OOP in unity then? So, a topic that must be researched further Also base.Update() or Awake() calls from children just feel wrong. Mentally for me it is equivalent of saying "random bullshit go", and you have dance around if parents use unity cycle calls.

Counting game
lives based game