LD #25 – Update #6: The End

It’s rather late in the project and I’m just encountering quite the short coming for the libraries that I’m using.  Fizzy abstracts away quite a bit for the collision detection, plus there’s not a lot of documentation on it.  How my game currently works is the edges of the screen have static walls on them to prevent your player from going out of bounds.  Asteroids spawn off screen and pass through.  Currently the only way that works is if the asteroids are kinematic bodies.  The bullets were going to be dynamic, but because they spawn where the player is they could bounce into infinity and break the game if they were dynamic, plus they too would bounce off the walls if they would work anyway.  So I tried making them Kinematic because then they wouldn’t be effected by the player, but wait, the asteroids were Kinematic as well so the bullets and asteroids would never detect collision with each other.

I went and looked into a way to fix this, all I needed was a way to allow one-direction/side pass through for kinematic/dynamic collisions as well as a way to ignore certain dynamic/dynamic collisions.  Sadly, however, Fizzy blocked most of that kind of access, or so it seems, so I can’t get bullets working at all.  There’s only 7 hours left, and this problem is way too big of one that I want to solve, so I’m just going to post one last screenshot and bid this competition farewell.  It was a nice run

screenshot3