Java-Gaming.org Java4K winners: [ by our judges | by the community ]         
Featured games (67)
games approved by the League of Dukes
Games in Showcase (∞)
games submitted by our members



News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  Print  
  Arcade Game Implementation  (Read 1284 times)
0 Members and 2 Guests are viewing this topic.
Offline jfgomez

JGO n00b
*

Posts: 1



« on: 2009-10-11 22:22:56 »

I'm working on a simple arcade style game similar to Robotron 2084 (http://en.wikipedia.org/wiki/Robotron_2084).  I wanted to know what is the best way to manage the wave of attackers for each stage?  I was thinking of breaking up each attack wave into a "timeline".  That way i can control the interval and frequency at which enemies are spawned into the game.  Another idea would be to place each "attack wave" in a queue and at each time step peek into the queue and check whatever or not it we should pop the queue (depending on whatever all enemies in the current wave have been destroyed or enough time has elapsed to start a new attack wave).  Any suggestions?
Offline princec
« League of Dukes »

JGO Kernel
*****

Posts: 8076
Medals: 91


Eh? Who? What? ... Me?


« Reply #1 on: 2009-10-12 01:50:07 »

I just spawn them at a constant rate for a fixed duration, and then wait till they're all dead before showing the End Of Level graphics.

Cas Smiley

Pages: [1]
  Print  
 
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.16 | SMF © 2011, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.074 seconds with 19 queries.