I will debug this more tomorrow.
Oh, I also added a generic FiniteStateMachine class that I applied to the laser beam's state. It's a marked improvement from the ones I used to throw together as a game developer at Cat Daddy Games. It's a C# generic class, which means you can strongly type it with any type of state you want. I originally wanted to make the FSM be initialized with an enumerated type and automatically create state objects for each possible value, but the Xbox .NET libraries are limited and don't have any way to iterate through all the possible values of an enumeration. That's unfortunate, but the alternate solution I came up with seems to work well so far, but it requires that you manually add every state you care about to the FSM. No big deal for now.
Also on the agenda for tomorrow:
- Create some sort of particle effect illustrating the "charge-up" phase of the destructo-beam.
- Manipulate the HealthBar component of a scene object as it's affected by the destructo-beam
-Mike
No comments:
Post a Comment