Ok Blogspot being dumb with formatting, lets try this again.
Alright here we have a simple video showing collision, an enemy ship flashing as it takes damage, and if you spot it a green bullet mixed in with the rest it's not an anomaly it's one of the different firing styles I talked about earlier (hold fire for rapid, tap for stronger, let it charge for a big shot). Though in this case it is a bug, as the different shots are caused by taking the timing between the last shot and amount of time since the last frame. So if the framerate is inconsistent (say when I start recording a video) timing goes out the window. One of the coming things for me to do will be to make sure that the different firing systems have both a built in delay, and take in to account key presses.
I added a simple system to clear un-used actors as they die (in this case to make sure bullets and effects don't linger in the world population), so far it has not caused any problems, but I will need something more efficient. This will probably come in a means of recycling node names for new objects of the same type. Right now if a bullet is destroyed (removed from the population list actually) the next bullet is created with a new node with a new name. The old nodes are not referenced but they weren't deleted so this leads to a lot of new nodes being created when for simple objects like bullets it doesn't really matter if the next object didn't have sequential numbering.
Coming up is a level progress system to keep track of where the player is, and what should be happening at a given moment, and adding simple effects and enemy destruction.
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