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Found 2 results

  1. Hi everyone, Looking for some advice on the approach to coding multiple powerups/upgrades. I have googled how to do this but most answers are in c#/java or based on unity so I have trouble understanding what there doing. I am making a geometry wars/asteroids clone and I am giving the player upgrades when they defeat a boss or reach certain multipliers/kills. The problem is that I am having to change lots of code and using lots of if statements to see if a powerup has been activated then changing the bullet effect and then having to change the collision function for the bullets hitting the enemies so that each powerup does something different. For example in my powerup file (handles bullet changes when new power is activated and powerup pick ups) I add more if statements to the bullet logic to change for example the bullet speed and texture then I go into the file that handles collisions and make changes to the bullet / enemies function so that if the bullet is a fire bullet for example, the enemies particle effect is changed to red from blue. I know there are better ways to do this but I'm not sure how in javascript (or any language) any help would be really appreciated some code: powerups.js (bullet logic handler function for special bullets) const scene = this.scene; const utils = this.utils; const player = scene.player.sprite; if (bullet && utils.playerDied === false) { if(utils.explodingBullet) { if(utils.specialLevel > 1) { utils.bulletSpeedSpecial = 120; } else { utils.bulletSpeedSpecial = 250; } bullet.setTexture('explodeBullet'); } else if(utils.flameBullet) { utils.bulletSpeedSpecial = 75; bullet.setTexture('orange'); if(utils.specialLevelCheck === false) { utils.specialLevelCheck = true; scene.flameEmitter.explode(); } if(utils.specialLevel > 1) { player.setTexture('playerO'); scene.playerTrailEmitter.setFrame(['white', 'orange']); } } else { bullet.setTexture('bullet'); player.setTexture('player'); scene.playerTrailEmitter.setFrame(['white']); } bullet.fire(player, scene.reticle); utils.lastFiredSpecial = time + utils.bulletSpeedSpecial; scene.physics.add.overlap(scene.baddieGroup, bullet, scene.callBacks.shootingBaddies, null, scene);
  2. So I have a quick question about full screen power up effects. Currently, I have a full screen effect of splashing water when a player picks up a power up. However the sprite sheet for this power up has the potential to be massive depending on the device screen size. With just a couple frames in the splash animation, we're already talking about exceeding 4096 in the width which CocoonJS is not particularly happy about when attempting to put this on mobile. Also, when a player initially picks up the power up for the first time there is a hard lag that stops the game in its tracks for about a second or two before playing the animation. From then on, picking up the power up causes no similar blips at all. What's a good way of handling full screen power up effects or power up effects that either take the full game width/height?
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