Game Design & Architecture:
Phagocitosis
Data flow Structure:
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1. Game start
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1a. Initial animation
Actionscript Progress Bar tutorial
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1b. Load Menu
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...
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Play
Getting a button to work
And the move to scene code
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...
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2. Game Update
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2a. Start
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Load new map
Perfect tutorial
General Check if something has been loaded tutorial
General Using XML tutorial, for the map data
General tables tutorial at: Game Development with ActionScript/T5/Multidimensional Arrays
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Create entities
General object tutorial at: Game Development with ActionScript/T5/Objects
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2b. Update
- 2b.1- Input and CallAI (pathfinding).
Game development with ActionScript: T8 -> Keyboard input. - 2b.2- Checks for walls blocking.
- 2b.3- Moves
- 2b.4- Checks for winning Conditions. (what with killing conditions?)
- 2b.5- Checks for collision with other Entitys.
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2c. End
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3. Game Exit
Flag values and such:
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isMoving:
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0: not direction assigned
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1: direction assigned
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direction: numpad alike
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0: let your imagination flow!
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4: left
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2: down
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6: right
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8: up
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matrix cell values:
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0: nothing
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1: wall
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2: start point
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3: finish point
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4: killing point
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>4: future addons, important to leave the checking open for this
2b- Update method if all the Entities are treated the same way (every big-black-dot step is called for every single Entity):
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2b.1- Input/CallAI.
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2b.2- Checks for walls blocking.
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2b.3- Moves
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2b.4- Checks for winning Conditions. (what with killing conditions?)
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2b.5- Checks for collision with other Entitys.
2b.1- Look for the "isMoving" flag value on every Entity:
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0:
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if PC, check for move input, and write in the flag direction. Then isMoving=1;
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if NPC, check for pathfinding methods or whatever, write in flag direction. Then isMoving=1;
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1:
2b.2- Checks if there's a wall blocking in the dir "direction":
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Switch with the flag direction' values:
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checks, in that direction, the next cell's value:
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0: nothing
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1: isMoving=0, direction=0;
NOTE: the killing and winning conditions will be treated in other method