my corner of cyberspace =Dan Roganti

SpaceCommand – Missiles in Virtual World, 8x screens total —

Another quick update.
This shows all 8x screens working in the virtual world now. There was a typo in the network code before and only the first 5x screens would receive packets. This is fixed. As you can see at the end I still have to turn on the wrap around code, just as in Asteroids. I left it disabled for now.

I linked the sprite damage code and the explosion animation code together in the virtual world. So now whichever city your missile will hit on any of the player screens, the damage is shown for that city. This is done by coordinating between the missile code from the player’s attacker screen and the collision code on the player’s target screen over the network.

And this is shown by changing the city sprite with a sprite having the incremental structural damage of the city building. There are 4 levels of structural damage for the cities. This is not counting the beginning sprite which has no structural damage. The same applies to any damage for the Command Center.

Also the explosion animation code is coordinated together with the collision code via the network. So now the explosion animation will run on any player’s screen in the virtual world.
At the moment there is no soundfx for the explosion. Please excuse the sound quality, the free version of Screencast doesn’t let me use a microphone.

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