[airstrike] two player mode now working
Eero Tamminen
oak at welho.com
Mon Jun 7 14:03:56 EDT 2004
Hi,
> > A POV model from the plane wreck (whether it's red or blue) is missing,
> > I wonder whether anybody could work on that?
>
> Also some new planes would be good, now it's very easy to add them.
Currently both of the planes are generated from your POV model, for the
other I just change the colors with ImageMagick (that's the reason why
the color has changed a bit, purer color is easier to change).
Having both bi-plane and single plane + one of those odd ones which
was really, really short (I can't remember it's model anymore) would be
nice. And flames on the side of the red baron's machine :-)).
> > - How / where player is supposed to be "reborn"?
> > - Should the sprite field have a field for "regen" position or
> > should we have generator objects?
>
> maybe we can do
>
> spawn{
> x = 34
> y = 344
> max_children = 8
> delay = 10 # wait 10 seconds between spawnings
> sprite{
> type = zeppelin
> ..
> }
> }
What about the trigger thing I mentioned earlier? Would it be another
parameter for spawn, or a separate thing completely? In first case trigger
keyword argument could be the triggering distance and delay could act as
a rate limiter value.
Btw. I could take that "max_children" to mean also how many there can be
flying *at the same time*, not how many it actually generates of them. For
that "count" might be more descriptive. (actually I would like to have both
behaviors :)))).
> > - How to define them so that in settings file one can still give all
> > the current options for the objects to generate?
>
> This is a bit of a problem..
One possibility would be if the generator would keep the first generated
(when level file is read) object, the sprite struct would have a new "clone"
method (copy constructor if I still remember my C++ terminology :-)), and
generator would then just clone the first copy when it generates a new
object.
The first copy should be disassociated from any of the sprite groups
though I think.
> We can do something like:
>
> ai1 = player1_ai
> ai2 = cpu_ai
>
> sprite{ type = biplane
> ai = ai1
> ..
> }
What about player names and number of players? Would there be always
e.g. four players on screen and the rest would be computer players?
- Eero
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