Not a huge success but still looking better. Still gotta some work on improving asteroid collision though. Still seems to be some trouble with asteroids spawning on each other, might try expanding the collision area I'm checking for existing asteroids to make sure new asteroids have a wider area to take off from. The next step after that is to improve the behavior for asteroids reflecting after a collision.
Tuesday, November 27, 2012
Asteroid Collision Take 2
Ok, implemented a couple of those things I talked about last time. A delay between asteroid launches and a check to make sure I'm not spawning a asteroid right on top of an existing asteroid has greatly improved things.
Not a huge success but still looking better. Still gotta some work on improving asteroid collision though. Still seems to be some trouble with asteroids spawning on each other, might try expanding the collision area I'm checking for existing asteroids to make sure new asteroids have a wider area to take off from. The next step after that is to improve the behavior for asteroids reflecting after a collision.
Not a huge success but still looking better. Still gotta some work on improving asteroid collision though. Still seems to be some trouble with asteroids spawning on each other, might try expanding the collision area I'm checking for existing asteroids to make sure new asteroids have a wider area to take off from. The next step after that is to improve the behavior for asteroids reflecting after a collision.
Tuesday, November 13, 2012
Collision Detection First Attempt
Evening everyone,
Decided to start implementing collision detection. Going to start with handling asteroid on asteroid collision detection. Right now I am starting with some simple rectangular intersection collision detection. Once I have everything working properly I might take sometime to implement a secondary pixel collision detection.
As you can see from the video I have some work to do. First problem seems to be with the fact that I am now spawning multiple asteroids Things would probably work better if I checked for an existing asteroid in the area I am spawning a new asteroid. I could also reduce my woes if I added a timer for a cool down between asteroid spawns to keep them all from launching in the space of a millisecond.
On the collisions them self the goal is if two asteroids collide they reflect in two different directions. Right when a proper collision happens (as in not having two asteroids spawned on top of each other) what happens is they both head in the exact opposite direction from their original heading. Fortunately that should be very easy to adjust.
Hopefully next time I post it will be a video of the asteroid-asteroid collision working correctly.
Decided to start implementing collision detection. Going to start with handling asteroid on asteroid collision detection. Right now I am starting with some simple rectangular intersection collision detection. Once I have everything working properly I might take sometime to implement a secondary pixel collision detection.
As you can see from the video I have some work to do. First problem seems to be with the fact that I am now spawning multiple asteroids Things would probably work better if I checked for an existing asteroid in the area I am spawning a new asteroid. I could also reduce my woes if I added a timer for a cool down between asteroid spawns to keep them all from launching in the space of a millisecond.
On the collisions them self the goal is if two asteroids collide they reflect in two different directions. Right when a proper collision happens (as in not having two asteroids spawned on top of each other) what happens is they both head in the exact opposite direction from their original heading. Fortunately that should be very easy to adjust.
Hopefully next time I post it will be a video of the asteroid-asteroid collision working correctly.
Saturday, October 27, 2012
I'm back at last
Well, after about a year and a half I've finally gotten back to work. Here are the results.
First, I've finally decided on a name for this game. Given that the game is about moving your ship using the recoil from it's gun I've gone with the name 'Newton's Third' after the law of physics that states for every reaction there is an equal and opposite reaction.
Secondly, after getting the player's ship working properly the next logically step is to add the objects that the player will be both dodging and trying to destroy. I have gone ahead and added the necessary classes to add a asteroid object to the game. Asteroids will be generated based on minimum number of on screen asteroid criteria. If a asteroid leaves the screen or is destroyed by the player a new asteroid will be generated to keep to the minimum number. During asteroid generation the asteroid will be deployed from a random side of the screen and will be given a random heading, heading speed and rotation speed.
At this point only the asteroids only deploy from one area of the screen and only one asteroid is on the screen at one time.
Having only one asteroid launch from a single location is a design choice for this portion of the project to make the next step easier. Now that a second object exists I will have to write code to allow the ship and the asteroid to interact. As you can see from the video the ship (and by extension the ships lasers) and asteroid will merely pass through each other. The next step will be to add code that will detect if the ship (or it's lasers) and the asteroid collides. Once that is in place I can begin programming rules and reactions that will make this project start to look like a real game.
First, I've finally decided on a name for this game. Given that the game is about moving your ship using the recoil from it's gun I've gone with the name 'Newton's Third' after the law of physics that states for every reaction there is an equal and opposite reaction.
Secondly, after getting the player's ship working properly the next logically step is to add the objects that the player will be both dodging and trying to destroy. I have gone ahead and added the necessary classes to add a asteroid object to the game. Asteroids will be generated based on minimum number of on screen asteroid criteria. If a asteroid leaves the screen or is destroyed by the player a new asteroid will be generated to keep to the minimum number. During asteroid generation the asteroid will be deployed from a random side of the screen and will be given a random heading, heading speed and rotation speed.
At this point only the asteroids only deploy from one area of the screen and only one asteroid is on the screen at one time.
Having only one asteroid launch from a single location is a design choice for this portion of the project to make the next step easier. Now that a second object exists I will have to write code to allow the ship and the asteroid to interact. As you can see from the video the ship (and by extension the ships lasers) and asteroid will merely pass through each other. The next step will be to add code that will detect if the ship (or it's lasers) and the asteroid collides. Once that is in place I can begin programming rules and reactions that will make this project start to look like a real game.
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