(06-01-2024, 06:56 AM)1micha.elok Wrote:(05-31-2024, 09:00 PM)Marcus Wrote: Here's step 6. ...
I finally knew a trick how to make the pumpkin disappeared without a trace ....
click each image to zoom in
1. before waving the magic wand
2. after waving the magic wand
Code:function CreatePlayerBullet(id, img, x, y, z, dx, dy, dz)
...
if objs[i].id = PUMPKIN_ID
if .CollidesWith(objs[i])
objs[i].Hit(.dx, .dz)
EA_RemoveObject(this) 'remove bullet
EA_RemoveObject(objs[i]) 'remove pumpkin
break
endif
endif
...
endfunc
Next, I should learn how to code what will happen if a pumpkin hit me directly onto my face ... lol ... and when it happens I don't want to use EA_RemoveObject(Player) ....lol....
Thank you for the step 6, I hope it isn't the final tutorial for the episode of "Pumpkin in a Dungeon" ...
I want to show you how to use sprites that have visual directions (like the enemies in wolfenstein 3d and doom). It's got nothing to do with the engine, just some maths. And I can show you how to set up collision polygons for static objects, like barrel sprites that the player and enemies should be able to bump into. Then I think we're done with sprites.
Using sprites as the only type of game objects can be enough. Just look at modern boomer shooters such as Warhammer 40k: Boltgun and Project Warlock. But I must of course also show you how to use 3d models. Even if you choose to use sprites for enemies and such, you can make the environment look less boring by using 3d models.