Boss #2 (the short stack of pancakes) now has movement and attacks coded in. Next step is to make sure the components blow up when the player hits them enough times...For some reason, my Group conditions aren't working properly.
For this boss, I experimented a little bit in providing different movements (listed as "Movement #1", "Movement #2" etc. in the object's properties panel), and enabled it to work rather smoothly. There's a definite transition from one movement to the next; essentially, the two movements used for this boss are simple paths, but they are both very different from one another. I set up a few timers to determine when the boss object needs to change, and now the different pancakes flit about the screen using different movements.
An inconvenience I noticed in the coding was that I'd not found a way to code something related to a specific Movement reaching the end of its path. I'm just being fussy, but this means that essentially I need to code in separate switches for the completion of each of the movements to allow the movements to switch back and forth. I may eventually figure out a way to clean up the code (using flags more creatively, for instance) but in the meantime it's annoying.
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