Refactoring on the Core Loop! Better Code Coming Soon!
Hello there!
Since the past week I've been working on porting Moon Cheeser to Godot 3.1, besides some deprecated signals and some other minor compatibility breaks everything went fine so far.
After the porting I decided to refactor everything to provide better, reusable code for us. Currently the following systems are refactored
Physics
The physics were rewritten to provide more modular approaches, for instance with the Gravity node we can tell any KinematicBody2D to move_and_slide towards a given direction. In the first iteration I put this node in the Astromouse's SceneTree, but now it is on the Moon, and it just tell the Astromouse to move towards the Moon's center.
Dragging
With the refactored physics the comets and stars are way simpler now, and to change their flying direction now we can just attach a DragArea, a new node, which calculates a dragging, signalizing its direction, using this we can tell comets and stars to change their direction to be the same as the DragArea signal
Spawning
The core loop consists of jumping, throwing comets on the Moon and getting the cheeses spawned, So to close the core loop I refactored the spawning system, it is now very flexible and reusable. The cheeses' spawner in particular can pop cheeses in any direction within its Spread angle, so explosions (cheeseplosions :P) are way easier to create. For an impact cheeseplosion I can set a spread of 20 degrees, and for a super nova cheeseplosion I can set it to 180 degrees, which will throw cheeses in all 360 directions.
Result
With that we have the main aspects of the core loop working properly, well game is not fully functional again, but the systems are way more maintainable!
That's it, thank you so much for supporting the project. Keep Developing and until the next time!
Get Moon Cheeser
Moon Cheeser
Is it possible that somewhere in the space there's a moon made out of cheese?
Status | Released |
Authors | Pigdev, Henrique Campos |
Genre | Action |
Tags | assets, Casual, Cute, flat-shading, godot-engine, infinite-runner, one-button, Singleplayer, Space, Vector |
Languages | English |
Accessibility | High-contrast, Interactive tutorial, Textless, One button |
More posts
- Manual is out!Nov 21, 2020
- Blue Moon update!Nov 02, 2020
- I miss manuals :(Oct 09, 2020
- Small fixes and additionsApr 05, 2019
- Moon Cheeser v2.0.0!!Apr 03, 2019
- SwingPivot: Procedural Swing AnimationMar 22, 2019
- Particles are back and better in v2.0.0Feb 28, 2019
- Making reusable AssetsFeb 27, 2019
- Port to Godot 3.1Sep 18, 2018
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