Stuff like collision detection.
This is where my current knowledge begins to test its limits, and I really have to read up on the subject.. I've got it working to some degree, but way too much is hard-coded, and I need to setup some kind of dynamic hittesting vs whatever I want to throw at my hero.
So, two kinds of collision detection, then.
I need one for basic platforming, and another for picking up eventual powerups and combat.
As for combat, there are no enemies yet, but the first one should be done as soon as I get around to drawing him. :)
Powerups.. Well, I don't really know what I'm going to do about that yet.
Regarding case 5... Fuck.
Sprites, eh?
Well.. Seems I've got my work cut out for me.
I've got to rewrite the character class completely, and separate the animations to different movieclips. Great stuff.
Luckily, I've already got some rudimentary collision detection I can implement into the new control scheme the case requires. What I'm going to do about the ground remains to be seen, though.
Maybe I'll just scale the whole damn thing down a notch? I really don't know. We'll see.
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