Here’s some screens of the new game state system we just put in. With this our game is now re-entrant, meaning we can load and unload levels on the fly. Torque makes this slightly difficult since we have it in between us and XNA (which the state system is build on).
There’s still a minor bug regarding that, where Torque still updates its world during a pause. Box2D correctly isn’t updated, which causes some strange synchronization issues when we un-pause. Unless C# allows us to call a super-class’s function we’ve overridden beyond the immediate base, we’re kind of screwed. XNA provides a base Game class that Torque derives off of and we derive off the Torque derivative… We need a way to update XNA, but not Torque.
Also on display is Andy’s new level. To the right of the player we have some new platform types, the spring platform. These platforms are attached to a spring, so when the player (or any other object) lands on them, they compress downwards and attempt to compensate with spring force. While not pictured, we also have moving platforms (on a track), platforms that rotate around an axis and platforms that change state (like trees light on fire). State changing platforms allow us to do things like platforms that disappear when you stand on them too long.
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