Total Entries: 6 |
jake Entry: 6 07/31/2002 07:03 PM
| bitmapped font support is in, hardcoded mostly but it works for now. |
jake Entry: 5 07/31/2002 05:52 PM
| the WeaponClass and Weapon type now support animations with variable numbers of frames. |
jake Entry: 4 07/31/2002 05:29 PM
| Bwah hah hah! i now have the starfield doing nifty parallax stuff! every frame, the bright stars remain in their position relative to the top-left of the map, and the dark stars move at a rate of 1/2 the velocity of the player's ship. this gives the appearance that the bright stars are moving faster than the dark stars in the background. Did i mention that the stars wrap, too? umm, if that's not clear check out subspace (er... continuum now) to see the effect i've achieved... |
jake Entry: 3 07/31/2002 04:43 PM
| really got the starfield working now, at least the wrapping part, it was wrapping before, but it was causing all of the stars to "stripe" (build up in vertical columns and move out of original positions...) now, the starfield will follow the player's ship and every star will wrap to the other side of the starfield if it gets far enough away from the ship. |
jake Entry: 2 07/31/2002 03:12 AM
| found a somewhat elegant way of handling the starfield "wrapping" problem... when a star is 1000 pixels to the left of the ship, i move it to 1000 pixels to the right of the ship. that seems to work, except that after a while, the stars start lining up and moving out of their original positions in relation to each other. |
jake Entry: 1 07/30/2002 02:57 AM
| ships now take their initial acceleration amount and rotation amount from the shipclass. each frame, the ship's acceleration amount and rotation amount is used to calculate the physics stuff for the ship. the ship can also be upgraded until it's acceleration and rotation amount exceeds that set forth in the shipclass.
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