Drop Targets: Difference between revisions
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Created page with " For a drop target bank, only a minor check is needed after every drop target it. '''Idea''' Give a reward for hitting the drop targets in order. Example: ''Centaur''. Gi..."
 
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(optional) 1 light for each target in the bank
(optional) 1 light for each target in the bank
'''Pseudocode'''
  //variable scope(current ball session)
    dbank1 = off
    dbank2 = off
    dbank3 = off
  def dbank1_hit()
      score.addpoints(50)
      dbank1 = on
      play_sound(boink)
      check_dropbank1()
  def dbank2_hit()
      score.addpoints(50)
      dbank2 = on
      play_sound(boink)
      check_dropbank1()
   
  def dbank2_hit()
      score.addpoints(50)
    dbank3 = on
      play_sound(boink)
      check_dropbank1()
  // check to see if all the drop targets have been hit
  def check_dropbank1()
          if (dbank1= on) & (dbank2=on) & (dbank3=on)
              // reward for completing drop target bank
              play_sound(chaching)
              score.addpoints(200)
              // reset the variables
              dbank1= off
              dbank2 = off
            dbank3 = off
            // reset 'em
            coils.dbank1.pulse()
  //separate routine for resetting drop target bank ,
  // add this to the "ball begin" routine
  def reset_drop_bank()
        coils.dbank1.pulse()

Revision as of 23:51, 25 January 2015

For a drop target bank, only a minor check is needed after every drop target it.


Idea

Give a reward for hitting the drop targets in order. Example: Centaur.

Give a reward for completing multiple sets of drop target banks.

Hardware

1 switch for each of the targets

1 coil to reset the targets

(optional) 1 light for each target in the bank