Not too much new to report this week. I spent most of my time fixing bugs, or reworking my old code. I did manage to get the Androsyn Blazer, and Melnorme primary weapon implemented.
Again, theres no new build this week because I just changed the way I render the battle area and it is not ready yet. Since I now know how to use rendertargets, I wanted to simplify my drawing routines. Before, my method of drawing was factoring in the scaling up of the sprites, the camera position, the camera scaling, the screen wrapping…. etc, on every object’s seperate drawing call.
But now I basically have a rendertarget the size of the play field and just draw the objects directly to it, either using their world position, or position relative to the camera. Then I scale that big image according to the camera scale and draw it to the screen, just once.
Unfortunately its not as speedy as the old way, but it is so much easier to manage if I need to modify anything. Its also handier since before, there was no way to viewing the whole playing field at once, but now you can! Consequently, if you dont have a decent graphics card, the game might not run at 60fps. And also the AI seems extra-dumb, so I need to debug and find out what I accidentally did to it. :p
Anyway, here is an image showing the whole battlefield. (its actually a composite of 2 frame grabs, showing around 24 ships total)
