Created
December 21, 2016 14:19
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8.13 add check for player FireProjectile when updating, also change slightly how projectiles are made
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' Game Class | |
Method OnUpdate() | |
Local time_delta:Float = Float(engine.CalcDeltaTime())/60.0 | |
If ((Millisecs() - Self.last_enemy_time) > Self.next_enemy_interval) | |
CreateEnemy() | |
Self.last_enemy_time = Millisecs() | |
End | |
player.Update(engine.GetCanvasWidth(), engine.GetCanvasHeight()) | |
' Add our character can fire check here | |
If (KeyDown(KEY_SPACE) And player.FireProjectile()) | |
CreateProjectile(player) | |
End | |
For Local enemy:Character = Eachin Self.enemies | |
enemy.Update(engine.GetCanvasWidth(), engine.GetCanvasHeight()) | |
If (enemy.box.GetText() = "DESTROYED") | |
enemy.box.Remove() | |
Self.enemies.RemoveFirst(enemy) | |
End | |
End | |
If engine.GetPaused() = False | |
engine.Update(time_delta) | |
engine.CollisionCheck() | |
End | |
End | |
' ............................ | |
Method CreateProjectile(character:Character) | |
Local projectile_box:ftObject = Self.engine.CreateBox(20, 10, character.box.GetPosX() + character.box.GetWidth()/2, character.box.GetPosY()) | |
projectile_box.SetColGroup(PROJECTILES) | |
If (character.is_player) | |
projectile_box.SetSpeedX(50) | |
projectile_box.SetColor(0, 255, 255) | |
projectile_box.SetColWith(ENEMY_GROUP, True) | |
Else | |
projectile_box.SetPosX(character.box.GetPosX() - character.box.GetWidth()/2) | |
projectile_box.SetSpeedX(-50) | |
projectile_box.SetColor(255, 255, 0) | |
projectile_box.SetColWith(PLAYER_GROUP, True) | |
End | |
projectile_box.SetText("PROJECTILE") | |
Self.projectiles.AddLast(New Projectile(projectile_box, character.projectile_type)) | |
End |
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