vrijdag 30 april 2010

30/04/2010: debugging, debugging, ...

Last week was quite heavy on development and debugging. I encountered one bug that was really difficult to track down, and by searching for it I found one new bug that was not easy to fix. Anyway, this is wat has been done:
  1. Implemented a GameInput class. Until now, the game only processed 'Button presses', but not button clicks. So the GameInput notifies the game when the user 'clicks' a button (= a press and a release). The GameInput class also monitors the amount of time a button was pressed. This will be handy for making variable jumps or throws.
  2. Implemented a Weapon and WeaponBullet class. The catapult is the weapon, and the pine cones are the bullets. So, now, Simon can throw cones to his enemies. When an enemy is hit, it disappears. I could make an animation for that, but it will be more easy to make some blinking animation instead.
  3. Provided a debug mode on GameObjects.  This is really handy to discover physics problems.
    1. This debug mode plots the upper left corner and bottom right corner of a related physics object.
  4. Provided a debug mode on Paths. This was necessary to track down one of the nasty bugs. It seems that the Farseer physics engine does some strange things with geometries that consist of multiple vertices: the final position of vertices is not what one could expect. Anyway, there is a workaround now.
    1. The debug mode plots all points on the screen.
Today, I also went to the store to buy a decent microphone since next week is audio recording week!

A nice bug

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