And all seems to work! Well there are some sprites sometimes that won't disappear (color1 or color2 of the same sprite) but it's almost done. I don't know why these sprites won't diasappear. the routine checks ALL sprites for collision everytime. maybe when checking second sprite coordinates are already changed (it happens during ISR)
I've not studied your code, but it seems you test collisions on each sprite layer.
If the two sprite layers belong to the same object, you should avoid to test collisions twice. It will reduce the cpu cost and avoid strange glitches as the one you see now. If the objects collide remove all sprites of the hit objects .
Even movements and logic should run once fer object, and not per sprite layer.
I'll try, but the sprite routine search for first free sprite when comparing with event list, so an object can be the sum of two sprites that aren't near themselves. Probably I have to add a table where I'll take trace of objects?
Sprites' glitches issue is solved. Now, when fired, all sprites involved disappear correctly. And it saves a couple of cpu cycles too. Thanks to ARTRAG hint now I have to do less checks, 7 instead of 20. In fact 7 is now max number of enemies on screen (14 sprites). Remaining 6 sprites are reserved for enemies' bullets. So now I check collision only with 7 objects and deactivates all related sprites
Aiming bullets added! Step by step I'm reaching the target
Enjoy the video (as usual set HD option on YouTube for proper framerate)
oh, wow, that's quickly going to get into a bullet hell!
After 3 months of "sweet do nothing" I'm back on coding on Freedom Fighter. This may appear like a minor add, but it isn't as simple as it seems... Well this time I've added the score system (and hiscore too), lives counter (till game over), and a "fake main title screen" so you can be prepared to play the demo and restart from when you die (Muahahahahahah! ehm). This is it! Don't forget to set the video in HD or you'll miss some frames. C ya!
Looking great
Big plus to this game is that (unlike the horizontal Konami shooters) you don't go back to a check point if you crash, but just go on like the Compile games. That invites to keep on trying as a player.
I'm happy you've noticed! I liked Zanac a lot when I was young(er XD)
Finally I've implemented the weapon increasement system. Now we can have: speedup, double shot, tripleshot, tripleshot + single bilateral shots, tripleshot + double bilateral shots, triple + max bilateral, orbital pod (shield function, actually only collide with bullets). I still have to add 2 more weapons. Stay tuned! As always set video on HD 720p50 to be sure to not miss frames...