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'getWorld' return a World object (not particularly a 'Space' object; though it could be one). That is what '(Space)' does. It makes it a 'Space' object. This is called 'typecasting' and it informs the system to look in the 'Space' class for any methods or fields referenced with the World object. Any methods or fields that are declared in the 'Space' class would not be found otherwise.
@Super_Hippo, (1) I see what you mean about the arms (I will fix). (2) There are two reasons for shooting. One is to remove unwanted platforms that are approaching you. The second is you can use the explosions created from destroying the platforms to give the player a boost (if you are close enough to it and moving upward).
@Gameover, I have yet to replicate that. When I do, I will know better how to go about possibly fixing it (it obviously does not happen often). BTW, great score. However, you were not logged in, so it was not saved (or the userinfo server was down -- you are not listed as being logged in, though).
@Gameover, what exactly happens whey this situation arises?
Randomly placing the numbered tiles into the puzzle will not always produce a solvable one. It is best to start with a solved puzzle and randomly make moves to mix it up. Then, it will always be solvable.
danpostdanpost

2013/7/30

Once you start my scenario while logged in, you will be registered. Also, I looked and both of you ARE registered. The left and right arrows near the top of the screen allows scrolling through all the registered users.
@Entity1037, I could; but, I do not think I will. There is already some impression of depth as (1) the planets do pass behind the sun; and (2) the planets full image is better revealed as they pass in front of the sun; this combination along with the slight tilt in the orbital pattern all help to give the illusion of depth.
I am not sure if it will help, but I do have a transparency adder scenario you can download. It should be able to help, though.
@Sparky, oftentimes new programmers find that even though they put some kind of collision checking in their code, they still have problems with the actor passing by some barriers (usually when the speed of the object is quite fast and the barrier is quite thin). Although this scenario was intended to help in that situation, it is still possible to learn collision checking by examining its code.