I've been busy getting other highly annoying projects and assignments out of the way so I can concentrate on this - now I've been incredibly busy over the last few days as the deadline has now entered the 14 day barrier - which I like to call CRUNCH time!
There's still a hell of a lot to do but I'm confident if I stick to my guns, don't take too long-a-breaks and stay focussed I can produce something to be proud of!
So where am I at? Well I now have the first PLAYABLE version of the game...which admittedly still needs a title. But first things first, what does it now do?
- All the code used is built into CLASSES. (lots of work for little immediate visual effect and irrelevant to non-Flash developers I know, but it was necessary in order to create the bots and allows for more diverse functionality)
- As mentioned in my previous post I have a new CONTROL MECHANISM, which you can play with here (right), and compare it to the old one (left)
- Also mentioned, I now have BOTS, which change to a random direction at random intervals, this may need some tweaking perhaps to weight the new direction chosen away from the player, making it harder to catch said bots, for example
- Both the avatar and bots hit both a boundary at the edge of, and a test object within the the playable area. The bots turn back the opposite way (and sometimes get stuck!) while I've chosen to keep the avatar at the edge of objects and allowing the classic Tomb Raider and other classic game-esque 'running into walls' animation - purely for classic videogame appeal.
- A VERY HARD TO NOTICE feature (because it's just obvious that it should happen) is my depth sorting algorithm which I'm quite proud of :D It consists of not only an array of all the children of the level, but also, because of the way I've contained the various visual elements for level movement, their .y properties had to be converted into global values, so I couldn't just use an array and call a simple sort method. The array had to be created as multidimentional, and then sorted according to a compound argument before the children were issued their new indexes by a 'for loop', cycling through the newly organised array.
Happy days. here, have a fiddle:
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