Clearing the play area became task #1 but I couldn't do it well. Some pods broke apart partially and then disappeared. Some fragments would hang around forever.
That's when I hit on the idea that every piece launched would last for about 4 seconds before they disappeared by gradual shrinking in the update function. Pods would lose their joints and also disappear.
This allows for natural physics interactions instead of abrupt removals that don't satisfy the player. Now tho, I need to up the launching of ships and maybe do a constant firing thing for the player as waves of enemy pods try to crush the home base.
Planning on making this tonight as it's already time to start dinner. Just over a week from today's my hospital psych clinic appointment with blood test. I can diet for another week I guess, and walk / run a few times between now and then.
Thinking I will trigger the AI to move autonomously in touchesBegan and touchesDidMove and stop the flow of enemies in touchesEnd. Launching ships may be harder to control, maybe just speed up and slow down? Not sure how to do continuous firing. Maybe call makePods in touchesBegan. I would have to move the pod launcher forward tho.
I was posting on Substack, on dangerous waters. And would like to tease everyone in trouble with the one liner from Jesus,
Rev 22:11 He that is unjust, let him be unjust still: and he which is filthy, let him be filthy still: and he that is righteous, let him be righteous still: and he that is holy, let him be holy still.
And add to it this encouragement,
Rev 22:12 And, behold, I come quickly; and my reward is with me, to give every man according as his work shall be.
Church is not a dangerous place -you can quote me, Otherwise, it isn’t a church!
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