Monday, March 30, 2009

Trying to implement a crude (?) AI system.

Effectively, the various objects will add AIModule subclasses to a vector of AIModules, and each module will take some action each time. For instance, the AIChase module chases a target and tries to get to a certain spot around them. The AIAttack module waits until the target is within range and attacks.

Looks like it might be working so far, although AIChase seems to not want to get on the right side of the target.

Thursday, March 26, 2009

The player class has been brought in line with how everything is supposed to work. It's working much better now that it's using the same central update function as everything else, instead of just pretending to.

I have got to be more careful with throwing the virtual keyword around.

Wednesday, March 25, 2009

Enemies can die now. Code has been restructured so it's better and stuff, primarily to allow subclasses of the basic arch-type to be customized more easily.