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Gomba 0.2 November 24, 2014

Posted by Andor Saga in Game Development, Open Source, Processing, Processing.js.
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I’ve been busy nursing my cat back to health, so I missed blogging last Saturday 😦 He’s doing a bit better, so I’m trying to stay hopeful.

Today I did manage to find some time to catch up on my blogging, so here are the major changes on Gomba:

  • Fixed a major physics issue (running too quick & jumping was broken)
  • Added coinbox
  • Fixed kicking a sprite from a brick
  • Added render layers

Rendering Layers

The most significant change I added was rendering layers. This allows me to specify a layer for each gameobject. Clouds and background objects must exist on lower layers, then things like coins should be a bit higher, then the goombas, Mario and other sprites even higher. You can think of each layer as a transparent sheet high school teachers use for overhead projectors. Do they have digital projectors yet?? I can also change a gameobject layer at runtime so when a goomba is ‘kicked’, I can move it to the very top layer (closest to the user) so that it appears as if the sprite is being remove from the world. Rendering them under the bricks would look just strange.

I used a binary tree to internally manage the rendering of the layers. This was probably overkill and I could have done away with an array, dynamically resizing it as needed if a layer index was too high. Ah well. I plan to abstract the structure even further so the implementation is unknown to the scene. I also need to fix tunnelling issues and x-collision issues too…Maybe for next month.