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VIOLENCE FIGHT

4/30/2010

 
After the success with shoes, I moved on to try and re-integrate the basic enemies from the XNA Platformer example back in under my 'Character' umbrella.  The enemies now use a movement system much more similar to the player character, and they obey the law of Gravity, amongst other things.

They still just wander back and forth for now, but that was all I needed to go ahead with player versus enemy collision detection and response.

To do this, I added the concept of 'conditions' to the game characters.  Conditions act after equipment and further alter the actions and movement of Characters.  In this case, the condition I added was 'HitStun' which causes the guy to throw up his hands and move with very little friction for a short time.

With this came a few minor additions like robbing the player of control and adding a temporary invulnerability to prevent stun-lock.

Then, to fight back, I added another piece of equipment, a little blue gun.  'Guns' over-ride the normal asset loading when they find a 'bullet' amongst their children.  Rather than adding it to the hierarchy, they store it off in a hidden place and then clone it and attach it to the active room when fired.

This should allow for a wide variety of data-driven guns that shoot various things.

Finally, this afternoon I looked into the XNA particle effects sample and quickly integrated it into my engine so that the enemies could explode when hit with bullets.
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11/9/2015 03:10:26 pm

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12/19/2015 03:22:28 am

Nice fight :))

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4/7/2016 04:50:52 pm

This really should allow for a wide variety of data-driven guns that shoot various things!

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4/20/2016 03:07:43 pm

Nice video. Who made it?


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