Finally I had more time this week! So here's the list:
- added movement styles - they lay between locomotion component and movement module acting as a layer that modifies velocity (works great for both AI and player - created test movement style "drunken")
- added (well, still adding) actions - very similar to behaviours but without tree structure and comparing to behaviours, they are responsible for actual physical activity of an object. Behaviours are just logic, issuing AI messages, requesting movement, etc. but can't modify physical world. Actions can. And actions can also be triggered by player, while behaviours are just for AI.
- some work done on object/projectiles existence (objects may go into afterlife, taking their physical appearance out and leaving just basic info about them, so living objects may still reference them in their logic, etc)
- unified anchor/custom anchor for appearance and created simple hierarchy: appearance -> appearance atom -> bitmap, so defaults are provided at top level and may be overriden while going down (bitmap being at the bottom).
- some refactoring (most important: removal of code block executions is aware if given CBE is currently advancing or not and handling such situation)
In this week I hope to finish actions and do some more work on AI Basic as there are quite few important commands requiring implementation, so I could finally end this milestone ;)
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