Reply to comment

Noble Kale's picture

2010-08-29 - Tarvos 006

Tarvos

Status report

What I fixed (fixed Bugs)

What I broke (new Bugs)

Bugs (old & new Bugs combined)

  • Collision detection algorithm - may need more investigation. This could actually be less 'bug', and more 'not sticking to the rules I forgot to write down' - This actually seems pretty solid lately
  • If player attempts to use weapon immediately on load, exceptions occur. If player tries later, they will work - images not fully loading in time may be the cause

Improvements list aka To-Do

  • Implement new concept for collision detection
  • Spawners
  • More items, weapons
  • Code so that Fireballs are created after player animation is done, not at the start
  • Code to ensure that when an item is on top of another item that is moving, it also moves - ie: relative motion
  • Action Items should have a list of affected objects, rather than a single object for greater flexibility

New features/Improvements implemented

  • Implemented option for enemies to attack via projectiles - though at present, they only know to attack if the player is in contact. This will be changed to allow the enemy to 'scan' a rectangle ahead of them to check for the player's presence

Summary

Different styles of AI attacking are good to implement, as they allow the engine to present different options. The code implemented actually allows the projectile to be given an X & Y acceleration, which means that arcing projectiles can be made, or if gravity for that sprite is switched off, horizontal 'zaps' can be done as well. Additionally, the projectile is only formed at the end of the animation.

Reply