Devlog #016: Refactoring to use Verlet and rigidbodies
It may not seem that special cause it all looks the same, but I have upgraded my badly coded collider code and have now set up all basics for moving colliders by their points.
Previously I moved my colliders based on the rotation and position of my sprite. This meant that when a corner collides with something, I have to calculated the exact new rotation and position of the sprite, which is a big pain... The new system makes this easier, since I only have to move the seperate collider point that is colliding, which will turn the collider automatically.
A sync function will then afterwards sync the sprite to the current collider position and rotation.
I still have to finish implementing the collision detection and resolution, but here you can already see the systems rotation and acceleration from user input, calculated through Verlet.
Get Rocket Shipment
Rocket Shipment
A tricky physics based rocketship delivery game with an integrated level editor
Status | In development |
Author | ChocolatePinecone |
Genre | Puzzle |
Tags | 2D, Flight, Level Editor, Minimalist, Physics, Pixel Art, Puzzle-Platformer, Retro, Singleplayer, Space |
Languages | German, English, Spanish; Castilian, Spanish; Latin America, French, Italian, Japanese, Korean, Dutch, Polish, Russian, Turkish, Chinese (Simplified), Chinese (Traditional) |
Accessibility | Configurable controls, Interactive tutorial |
More posts
- CHANGELOG v0.12.1Sep 07, 2023
- CHANGELOG v0.11.1Oct 10, 2022
- CHANGELOG v0.11.0Apr 06, 2022
- CHANGELOG v0.10.0Jan 12, 2022
- CHANGELOG v0.9.1Nov 22, 2021
- CHANGELOG v0.9.0Aug 26, 2021
- Update v0.8.0: Introducing powerupsJun 22, 2021
- Update v0.7.0: Lowering difficultyMar 23, 2021
- Update v0.6.0: Improving player experienceFeb 26, 2021
- Update v0.5.0 featuring new conveyor tilesFeb 05, 2021
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