Timothy HutchingsPart 16 — More Code CleanupLet’s get to cleaning up our code again, since it’s gotten a bit messy since last time.Oct 30, 2022Oct 30, 2022
Timothy HutchingsPart 15 — Lives System>Get ComponentsWe have ways to damage and destroy the enemies, including one that happens on impact with our player. However… we don’t really have…Oct 30, 2022Oct 30, 2022
Timothy HutchingsPart 14 — Enemy Destructions, Triggering CollisionsIt’s time to get into something a little more complex. Collisions. More specifically collisions through Physics.Oct 28, 2022Oct 28, 2022
Timothy HutchingsPart 13 — Enemy Setup and BehaviorLet’s get some more interactivity going in this game. We have our player and our laser, but nothing to shoot at. Yet. We’re gonna make…Oct 28, 2022Oct 28, 2022
Timothy HutchingsPart 12 — Shooting System> Code CleanupNow that we have the basics of our laser code set up, we want to go through and make sure things are as cleaned up and organized as we can…Oct 26, 2022Oct 26, 2022
Timothy HutchingsPart 11 — Shooting System> Offsets and CooldownsIt’s time to start wrapping up our laser system framework. We have the majority of it done, but there are a few things to consider.Oct 26, 2022Oct 26, 2022
Timothy HutchingsPart 10 — Shooting System>Destroying the Laser ObjectNow let’s get into a method for getting the laser to despawn once it’s off the screen, for starters at least.Oct 25, 2022Oct 25, 2022
Timothy HutchingsPart 9 — Shooting System>Behavior for LasersIt’s about time we get those lasers behaving the way they should be, namely traveling upward on the screen as soon as they are spawned in.Oct 25, 2022Oct 25, 2022
Timothy HutchingsPseudoCode and Why It’s ImportantI’m going to keep this article relatively short and simple as I find the need for it’s content important.Oct 24, 2022Oct 24, 2022
Timothy HutchingsPart 8 — Shooting System> Instantiate LaserNow that we have the basics of our laser set up, let’s talk about how we’re going to use it.Oct 24, 2022Oct 24, 2022