After the small headache that was the collision detection function, I took it a bit slower. I havn't got a lot to show but for a small implementation of a game mechanic I talked about in the last log. In the demo you see the phaser power level. The phaser stops when the "energy bank" is depleted. Another mechanic is that when below 50% power, the phaser can not fire until it is over 50%. This means you have to be tactical on when and how long you can fire.
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