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Hey, I'm Skylar, a kid aspiring to become a competent programmer. This blog is here to detail my dabbles in development.

My dream is to one day become a professional programmer and do some game development in my spare time.

Thanks for visiting my blog, and I hope you'll come back!

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More Charge Development

So I worked again on Charge today, and I finished something =D.


Looking back at a few previous posts, I noticed I wanted to make a Level System, I had already made a level class, but no load function. So I shaped out a Load function, and then made a Level System.

I had to tweak my Enemy System to keep count of how many Enemies it had. I couldn't just get the size of the list, because some of the enemies were likely to be NULL. The reason some could be NULL is for two reasons:

1) If I remove an element while iterating, there's a high chance that I will have some access violations.

2) In terms of efficiency, it's better.

So I now have a variable to keep track of how many enemies exist. Each frame, after updating everything, I check to see how many enemies exist. If it's 0, then I load the next level.

Levels will go in an order like:

Level1.map
Level2.map
Level3.map

...

So I don't even have to specify each map, it will just continue to load them. I also have a max levels number hard coded in.

The level files are simple, a format like this:

Background: space
ECount: 2
Enemy 1 30 30 End
Enemy 1 50 70 End

The only thing I really need to do is switch to a 'transition' state, then revert. This way, it won't seem choppy.


But that's what I accomplished for today. Not too sure of what I have planned for tomorrow, but hopefully I'll get something done =D

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