14.86 KBi'm having trouble figuring out how I should set up collision detection,I know how to do rect and circle, I mean like 'ENTITY: need to know how far away from each other , each entity knows it's' x,y position of the top left corner , speed and direction ,current target/dest' and how tall and wide it is.''BULLET: Bullets cannot colide they travel so far so fast and hit or fadeout,' there will be a lot of bullets' knows it 's x,y position of the top left corner , speed and direction and how' tall and wide it is.''MISSILE: Missiles can be shot and can explode other missiles with blast.' knows it 's x,y position of the top left corner , speed and direction ,current target' and how tall and wide it is.''WORLD: Things that pre-exist in game world : Planets , Moons , Sun , Anything the' player wouldn 't make ...' knows it 's x,y position of the top left corner and how tall and wide' it is.''my idea is since each entity knows where it is and enemy and player stuff is kept seperate , checking for collision should be pretty simple,but what i'm having trouble visualising is how to make a 'threat map'type grid that contains information like number of enemy units whithin x unitsnumber of friendly units whithin x unitspath to tatget/destenemy / friendly weapon strengthgeesh i'm not even sure what i said.any suggestions?">
Lost focus making game | |
BubbaJones | Hi guys and gals , first off i started off to make a game like bosconian but I decided part way through that it wasn't enough of a chalenge so it's now a cross between armada and homeworld, sorry about runon sentences :). Anyways I have lots of pieces of it started but am not really sure what I should do next. so i'll list the stuff that's working and hopefully get some feedback on where to go next.
my sprite type
Private Type Sprite
'
'
iSurfIndex As Single 'surface to use to define entity
' *** Process this entity
Alive As Boolean 'Am I Alive.
EntityType As Single 'what type of entity am I, See ThinkEntity(EntityType,
'entitynumber)
Dieing As Boolean 'i'm mortaly wounded , .Movement= false, play explosion sequence then
Movement As Boolean 'true=normal, False no shooting, velocity and angle remain
'constant, basicly coast, explode..
'
' *** Alpha and color
AlphaBlendingOn As Boolean 'True = alpha enabled
Alpha As Single 'alpha 0 seethrough - 1 solid
R As Single '0-1 , 1=no effect on this color
G As Single
B As Single
'
' *** Scaling and angle/ velocity...
ScaleFactor As Single '1=normal, 2=double, .5=half size etc..
'
Angle As Single 'Current Angle.
RotVel As Single 'Rotational Velocity.
MaxRotVel As Single 'Max Rotational Velocity.
DestAngle As Single 'Desired Angle.
' *** Mouse Stuff
MouseIsOverMe As Boolean
'
' *** Position / size Stuff
x As Single 'Curent X Position.
Y As Single 'Current Y Position.
Width As Integer 'Width of Sprite.
Height As Integer 'Height of Sprite.
XVel As Single 'Current X Velocity.
YVel As Single 'Current Y Velocity.
MaxXVel As Single 'Max X Speed.
MaxYVel As Single 'Max Y Speed.
'
' *** Auto Pilot / Seek Dest and or EnemyEntity
AutoPilot As Boolean 'True = use cords and such to move **marked with *
DestXCord As Single '*If AutoPilot then Home in on this X Cord.
DestYCord As Single '*If Autopilot then Home in on this Y Cord.
'
' *** Distance Traveled / total Range
TotalDistTraveled As Single 'distance traveled,, missile??
TotalRange As Single 'My Max Range
'
' *** Colission Detections
CenterPointX As Single 'X middle of surface for circle collision detection
CenterPointY As Single 'Y middle of surface for circle collision detection
Radius As Single
iCirCollisionOffsetX As Single
iCirCollisionOffsetY As Single
iCirCollisionRadius As Single
iCollisionBoxTopX As Integer
iCollisionBoxTopY As Integer
iCollisionBoxBottomX As Integer
iCollisionBoxBottomY As Integer
'
' *** Damage / Repair
DamageRecieved As Single 'damage taken
DamageRegenRate As Single 'repair rate - from DamageRecieved
'
' *** Whats Around me and how dangerous is it here
FriendlyShipsNearMe As Single
EnemyShipsNearMe As Single
AverageFriendlyFirePowerNearMe As Single
AverageEnemyFirePowerNearMe As Single
'
'
' *** LEFTOVER CRAP TRY TO REMOVE THEM ***
ObjectType As Integer '0=player,1=enemy,2=PlayerBullet,3=playerBullet
ScaleInc As Single
FadeInc As Single
End Type
working stuff:
dx8 startup
load surfaces
read text file and assign surfaces to sprites etc.
load map?
draw map in background and scroll so selected 'entity' is in the middle of window, shown at proper cords.
draw hud
draw/move mouse and check buttons
read keypresses
use qpc to timebased movement
when you add an entity the game , gives each entity a chance to think like
am i alive
what is my purpose
if i'm moving than move
if i'm near the edge of the map turn around
What am I suppost to be doing
'''''''''''''''''''''''''''''''''''''''''''''''''''
Download Attachment: [url="http://www.vbgamer.com/msgboard/uploaded/BubbaJones/2004617133948_screenshot.jpg"][img]icon_paperclip.gif[/img]screenshot.jpg[/url] 14.86 KB i'm having trouble figuring out how I should set up collision detection, I know how to do rect and circle, I mean like 'ENTITY: need to know how far away from each other , each entity knows it's ' x,y position of the top left corner , speed and direction ,current target/dest ' and how tall and wide it is. ' 'BULLET: Bullets cannot colide they travel so far so fast and hit or fadeout, ' there will be a lot of bullets ' knows it 's x,y position of the top left corner , speed and direction and how ' tall and wide it is. ' 'MISSILE: Missiles can be shot and can explode other missiles with blast. ' knows it 's x,y position of the top left corner , speed and direction ,current target ' and how tall and wide it is. ' 'WORLD: Things that pre-exist in game world : Planets , Moons , Sun , Anything the ' player wouldn 't make ... ' knows it 's x,y position of the top left corner and how tall and wide ' it is. ' ' my idea is since each entity knows where it is and enemy and player stuff is kept seperate , checking for collision should be pretty simple, but what i'm having trouble visualising is how to make a 'threat map' type grid that contains information like number of enemy units whithin x units number of friendly units whithin x units path to tatget/dest enemy / friendly weapon strength geesh i'm not even sure what i said. any suggestions? |
2dcoder | Time to read some books on game programming. ;) |
Eric Coleman | I'm not really sure what you said either. |
Sr. Guapo | Use the [ code ][ /code ] tags (without spaces). I am having trouble sorting through it all [;)] |