First, The fixes:
1. The previous problem of the weird spacing of the objects.....I have no clue why it was doing what it was doing. I was affecting only the vertex points and the matrix buffers were cleared before each translation.
2. After fixing the previous problem, the blocks would have increment away from the spool. I applied the same fix as #1, and it worked
3. Rotating the spools. Due to the way they were connected to the reel, and rotated in space, the would rotate around 0,0,0 instead of their central point. Or would rotate around their central point but on an angle (not aligned on the z-axis). So while making each spool, I had to tell it "This is your rotation pivot point". There wasn't any complaints and they spun happily.
The problems:
1. The camera. The way the game is supposed to look, requires the reel of spools to be tilted on an angle.

Then I tried to tilt the reel so it went into the distance and make the camera follow it while panning across the spools. But it still looked like it was missing something.
Currently, there is just a 5* y-axis rotation on the reel to give it some angle....but I just can't figure out how to make it look like the testing model (as shown above).
2. A "possible" problem...the spool/ reel step-click (yes, that's the best name I could think of to call it). After the user spins the spools then releases, they move to the nearest whole block space "so you're not between 2 blocks". I have the code in the program, it works...but with the new way the spools are spun, the code may not work.
The reel version of it, nothing is coded yet (weirdly, not as much of a problem as the previous one).
= Todo =
- Still have to work on the menu. So I'm gonna put a pause on the spools and work on this first. I found the code for drawing the font and my font -> bitmap program. Now I have to test out making the menu....which I think is going to be in it's own world (engine term, its so the lights won't effect the menu)
After the menu, my week's goals are completed.
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