New and improved

Well, the game is improving.  Closing in on “Atari” level gameplay.
Major accomplishments of the day:
Creating a solid coordinate system, then translating that into pixel coordinates, so things won’t be different on different resolutions. This includes a border that things can’t go beyond.  That took longer than you’d think, but resolution and everything are now constants that can be changed at will.
Changing control for the ship to keyboard based (wasd).  The mouse cursor is still around, but now it’s what you’re aiming at.
Set up a “projectile” class.  It appears to work, except the “update projectile” function sometimes gets some problem where it won’t deconstruct some of the projectiles that hit the edge.   Anyway, it still looks like it’s working to the user, because the projectile class knows not to make the display call, it’s just that the computer is still tracking some of the projectiles after they go off the screen.
So I didn’t get around to collision detection.  Maybe tomorrow.
Anyway, new features:
It’s now fullscreen.  Use Q to quit as usual- this is more important now that it captures your cursor.  RGB keys to change cursor colors has been removed.  Spacebar shoots!  The projectiles have random speeds.  – and = still adjust mouse sensitivity.

game3

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