WRA Rises
Got some free time yesterday evening and this evening so did a little bit more work on Project WRA. The next aim was to get score and player shooting related things in place and it I managed to sort about 90% of this. Firstly I had to re set all the layers so they started and end directly on top of each other so there is no overspill when it comes to the player if the player is bigger than the ratio the game was designed for.
After doing this I implemented the ui layer and got the score showing. I then created a scoring function that could be called and add's x amount of points to the running total. I still need to put together the scoring difficulty level but I have put the basics in so updating speeds and sizes on the fly should be easy enough.
I then had to update a load of code on the bomb to accommodate some of the changes I had made and here is where I ran into an issue thanks to mistyping something. It took me about 45 minutes to notice my mistake and during that time I ended up re-writing parts of the code that I later found out I didn't have to.
On top of this I implemented a maximum amount of bullets for the player, this was easy enough done but at that point the player could no longer shoot. I then implemented a reloading aspect to the game but I wanted to add an extra level to this and wanted to make it that depending on how many shots you had to reload means how long you need to wait before you can shoot again. This was a little fidgety and I am still not sure I have it right, but until I have all the bombs falling as they will in the game I wont know if it is right or not. I also implemented the possibility that reload speeds might be upgradeable, as in if you collect something or get something then you could reduce the amount of time it takes to reload each bullet. Not sure if I will implement that but the option is there if I want to add it.
That's all I got done, but that's because the bits that are left for scoring and player shooting will involve animations to be made and I need some time to work on the graphics, which will take a bit of time to put together. So next aim is to get the player current ammo animations done and implemented so they can see how many bullets they have left in that round. I also want to re-work parts of the bomb sprite to do with scaling as it falls. Also I have decided that if I get the scalling bombs working I will invert that idea and apply it to the players bullets so the further up the screen it gets the smaller it gets, also making it more difficult to hit the enemy's.