Friday, February 11, 2011

More Invaders

10/02/2011

8:30
Stuff to do today; fix the mothership glitch, grab the enemy bullets, write bullet code, work out how the shields are destroyed (seems to cut a chunk out in the same shape every time). Other “game” related things.

Just noticed the bottom row of ships is going out of sync. Weird, not sure if it was doing that last night.. The initial pass draws them all on correctly lined up then the next pass forgets the bottom row and updates all the others, then it updates everything including the bottom but those guys are now 2 pixels behind...

--Housework--

11:00
Top border sprites have sorted and are in place. After closing the gaps in the font it’s ended up taking only 6 sprites so I might space it out a little again.

Bottom enemy row is fixed too. The code to get the global X position didn’t actually reset the current row X pos until the end of a row (ready for the next row) so after the 5 rows it’d change the global X then.... oops, needed to reset the row X there as well. :)

Fixed a bug in the “don’t draw him, he’s dead” part of the code. It was rather wrong ;)

16:00
Decided to go with hardware sprites for the bullets, I could do software and I may still do so but hardware will do it all and it still shows collisions between sprites and background pixels so there’ll be pixel perfect collisions which would also work with the before mentioned software AND method..

19:00
Changed my mind about bullets being hardware :) I’ve got some ideas for using the sprites for something else.

20:00
Got around to fixing the mothership glitch only to decide I'll probably have a separate routine for the mofo and your "tank" because they don't really need to mask so can just be blocked on. It's not like I'm running out of CPU but you never know in the long run...

Apart from that, slowwwww coding day, too much other stuff to do.



--Bed--

No comments:

Post a Comment