Front end - RenskeBrummel/RenskeBrummel.github.io GitHub Wiki
Welcome to our Front-end page!
Here you'll find everything you want to know about the codes we used for our frontend.
Maartje and Pleun are our frontend developers.
The front developers are responsible for the looks of the game.
It's their job to make the game look good. Is it attractive to play?
They make sure every object we need is on screen.
They create the cards with the numbers, the buttons and the words.
Main card
Their first task was creating our main bingo card.
They decided that they could just import a picture from Google.
After they had imported the picture and put it on screen they stuck a 3D-object to the picture, a plane.
You can find these objects underneath the header GameObject and select cube
In the plane they stuck the picture to they made another plane so they could create numbers or text on the bingo card.
You have to move the new object to the first one you made and make it 'a child' of the first plane.
The next step was to get text on the plane, for that they had to delete the meshfilter that was already on the 'childplane', and put a new component on there. This component is a new mesh filter called mesh-text.
When you add the component you can find the text-mesh underneath the mesh header.
Now you can put anything you want in your text space and it will appear on the 3D-object and on the bingo card.
After that you have to add the script created by the back-end developers to generate the random numbers.
After that you make sure you copy this plane to all the other boxes of the bingo card, but make sure every column has a different script so the numbers that appear in column B are within it's range.
Bingobak
This second card shows all of the numbers available for the game.
At first they created a second plane. They chose for the 3D-object cube and spread it out to become a flat rectangle. After that you can give it every colour or pattern you want. Maartje and Pleun chose to use the wooden pattern. You can drag the colour or pattern to the plane you made. This is how we call it your 'Bingobak'.
After that you place the 3D-object 'Sphere'(a ball) in your 'Bingobak'. Copy the 'Sphere' to create 5 columns with 14 rows underneath it. Now you have 70 balls laying on your 'Bingobak'.
Now we have to make sure every ball gets a number on it. For that we have to remove the existing mesh filter again and add the text-mesh component again. After that you could put the numbers on it by typing them into the text space again.
After that Maartje and Pleun decided to give every row of balls a colour. The colour of the row will correspond with the colour of one of the letters of the word bingo. They chose for that because the numbers on the balls are in the range of the letter.
The idea behind the colours was that the colour of the the ball would change if a number corresponding with the number in the 'Bingobak' would come out of the random number generator. In that way the player can easily see which number has come out of the generator and didn't miss one.
They achieved this before the presentation, but it had disappeared for a while so in the presentation we didn't have this feature in the presentation, but after the presentation we got it back.