[airstrike] Airstrike engine questions?

Eero Tamminen oak at welho.com
Wed Apr 28 12:50:44 EDT 2004


> > While porting the old objects back to CVS version, I got a few
> > questions:
> >
> > - What is Airstrike frame rate?
> >   (so that I can calculate the alarm times)
> 30 ms/frame

I put this as a define to schedule.h.

> > - What are the differencies between different sprite groups:
> >   - bg_mech_group
> Deprecated, should be removed. I had forgotten about it.

Ok, removed.

> > I was also wondering whether it would be worthwhile to change
> > sprite_alarm() to accept (e.g.) milliseconds instead of frames:
> > - Makes programming objects easier (game can calculate instead of
> >   the programmer when the alarm should go off)
> > - If framerate is going to change, it needs to be changed only in one
> > place
> Go ahead if you like, it might be better for the reasons you state.
> > Would there be any problems with this?  E.g. rate_limit() should
> > probably be changed then too.
> No, please go ahead.

Ok, both sprite_alarm() & rate_limit() now expect the delay argument
to be in milliseconds.

At the same time I changed 'timer_done()' & 'timer_set()' to be static,
they were not used anywhere.

I've now implemented the "following" bonus effect.  You can test it
on level 4.  Shoot a balloon coming from the bonusmachine, catch the
zeppelin bonus and see what happens.  You can cancel the effect by
catching the same bonus again.

I added some of the old functionality back to zeppelin:
- turns to the direction it's moving
- speeds away from left/right edges
- implements the following thing

Btw. Eventually it would be nice to be able to define in the level file
what bonuses the bonusmachine is going to spit out...

	- Eero

More information about the airstrike mailing list