[airstrike] two player mode now working
Ulf Ekström
ulfek at ifm.liu.se
Tue Jun 8 08:44:51 EDT 2004
> 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 :-)).
Indeed! Everyone is welcome to make plane models, it's easy and fun.
> > 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.
maybe
trigger
{
x = 23
y = 343
radius = 50
spawn{ .. }
}
? But the we still have problems if we want to trigger only on some
sprite types..
> 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
This was how I ment it.
> that "count" might be more descriptive. (actually I would like to have both
> behaviors :)))).
Of course :-)
>
> > > - 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.
I don't like this so much, I would prefer that sprite_t is only for
"live" sprites. I'll see if I can find a better solution.
> > 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?
Depends on the level I guess. We could add a parameter nr_players to the
level section, and then the engine should set the ai's correspondingly, according
to what the user chooses in-game?
Ulf
More information about the airstrike
mailing list