Phew! Today marked the end of the vector implementation. The tricky part about this was that our professor required placement new when initializing a set of objects in the vector. This ensures that one can call something other than the default constructor when one allocates a new set of data.
Of course, this means directly calling destructors and calling mallocs and frees like it was C all over again. Ugh. UUUUUGH.
As for capstone progress, I looked into a few bugs surrounding the arrow and the StateChangeCube. The first wasn't anything much, as the arrow only looked as if it was directly hitting the object; a slow ricochet means that the arrow hit the ground first and already wasted its state-changing energy.
The actual bug went to the warp effect; when being pulled across the ground, the object had a chance to sweep into the ground (even though the vector may be fully horizontal), so I had to use the implementation to move the object up before warping it.
As for the next implementation, I'm still trying to figure out a good way to implement the ArmorLaser without having to create a new actor in the scene. The laser implements similarly to the LeyNode, which I couldn't get around but thankfully there are few enough nodes in the scene.
As for an entire league of pieces of armor on the boss...
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