Background Combo Display Improvement and smol bug fix


Buggy boi part:
Sometimes when I was running the game to fill up the background combo buffer, I would be doing combos in a corner and randomly get stuck due to rotations not adding any sort of velocity to the boat in a particular direction to more accurately simulate / probably not make you get stuck (physics equations are messy).
Sooooooooo I went ahead and fixed up that part of the code by making it so you shouldn't get stuck in the walls regardless if you rotate or not.

Design Part:
After that, I knew that I wanted to make it so the combo display buffer(s) would only display the actual axis you were rotating on.
See, I actually wrote it so you have degree of 0 that goes up to 360 but 0 is actually default technically because well, 0 comes first normally.

So like the enum of data is just

enum angle
{
Angle_0,
....
Angle_360,
Angle_Invalid, //tagging reasons
}
(Also note that I don't just have it going 0, 1, 2, 3, 4... I use increments of 45 or whatever value seems to be better for playing when I test the game (have done 30ish in the past and what not))


Because of that, I actually decided to change the background combo display buffer to only display 0  degrees of rotation if you were 0 on all axes of rotations. If not, you'll only get your whatever value for whatever axis and not display the other 2 or 1 zero(s).

I hope I explained that well enough. If not, let me know because i'm happy to clarify! Also let me know if you think the omition of non valid rotations from the background display actually help you understand what types of combos you're making!

Thank you for reading and have an awesome day!

Files

Funmi_Windows.exe 216 kB
Sep 23, 2021

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