So, first off I implemented a key repeater and the ability to map actions to keys. This lets me have a rapid fire weapon, that can also fire differently if charged up or tapped instead of held. There is an enemy on screen now, though it is properly spawned, he can't die, and just serves as a punching bag, or shooting bag as it may be. He is not orange naturally, he is actually flashing as he gets hits by the player's bullets. Which is of course the part of this that I'm happiest about.
The collision detection is very basic (simple bounding sphere overlaps), and the effects of objects colliding is hard coded (flashing happens to show it visually, but there is no logic that follows). I guess next I will be adding collisions to a list and then sort through it to perform the appropriate actions. Also if needed adding more complexity to the collision check to account for predicting collisions that don't take place on actual frames.

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