New year, new week, and a new console
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My WiiU finally arrived in the mail today, wonderful. I might even have some time to play tonight after all the system update downloads are done; because tomorrow i return to town where i will probably stay until next Friday. Had a good day today touched up on some of the collision and input logic. Most of it should be in now, when a specific button is pressed the game state calls a function of the corresponding player(currently all the players) which changes the internal variable rSpeed. In the player object’s update function the rSpeed variable is added to the Rotation variable which determines the player’s position in the pipe. The rSpeed variable is then reduced slightly each update loop as long as it is higher than zero and increased if it is below zero. As for collision i’m a bit unsure how to set it up, not that i don’t think i’ll be able to do it but rather that i need to decide on where to handle the collisions, since only players and obstacles need to collide. I think i might make the tracks and obstacles their own classes for easier collision but i might also simply check the colliding objects for type and trigger a specific function for only the right combinations. In any case, tomorrow i return to town and I will probably talk to Martin and Gustav about how we should set up the last two weeks of the project. I think we can manage it if we put our minds, backs and time into it but i’d have to convince them as well. Hopefully they are in high spirits. |