Don't worry, so do I.it seems to work fine.....
I suck at it though.
No, they should be dying either when they collide with an Enemy or Innocent, or travel farther then the blue boxes. It could just be as it gets farther away the projection transform is causing it the line to not render. I think I might shorten the range, see if that makes the issue more obvious.I started randomly rapid firing and got my score into the negatives. After that, it kept going into the negatives and the triangles seemed to come at much slower intervals. Do the shots just keep flying indefinitely and hitting targets I can't even see yet?
Thankfully the project requires me to turn in the source code and assets.Maaaan this is installing so slow.
Added at: 16:42
Ok... couple things... triangles are often too close together, and the ship should move when they key is pressed, not when it is released.
Flight of the Valkyries is acceptable. I guess.
By default XNA games have an update loop that attempts to run at 60 fps and a draw loop which attempts to sync with the display. So without some kind of timer or keyup lock it will process a keypress at 60Hz. I'll put in a timer later tonight or this morning and look into slowing just that part down some.I agree with the movment/firing keyup issue. I'd instead do it on keydown and institute a timer (as you mentioned) so that firing/movment only happens every X times a second while the key is held down. I imagine you're likely instituting a cyclical game engine (some routine that runs over and over again, updating positions and doing hit testing, etc)--in that case you don't even really need a timer. You can also just institute a counter--person presses key, ship moves/fires. Every cycle, if the key is still down, increment the counter, else reset it to 0. After x increments, counter resets itself and ship moves/fires again.
Also, how does the game end? There doesn't appear to be any lives or any other way to signal the actual end of the game.
Does a Wilhelm scream when you shoot blue triangles count? Because it does that now. It's a little horrifying.If I made a videogame like that every time you hit the right target the background would respond in some way like with light or colors. I'd get all pavlovy with lights and colors... I blame nintendo.
By default XNA games have an update loop that attempts to run at 60 fps and a draw loop which attempts to sync with the display. So without some kind of timer or keyup lock it will process a keypress at 60Hz. I'll put in a timer later tonight or this morning and look into slowing just that part down some.
As for the end of game, the game currently only runs. I'll be putting int various game states soon, title_screen, main_game, and game_over. So when the score gets down to 0 the game will end. Maybe see about tracking the time spent playing so that you can see a stat after you lose.
Does a Wilhelm scream when you shoot blue triangles count? Because it does that now. It's a little horrifying.
It's in my latest build.huh I didnt hear anything. In fact it took me a while to realize I was shooting the wrong triangles.... even though you told us what to do.