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asteroidgame's Introduction

Hello, I'm Patrik ๐Ÿ‘‹

  • ๐Ÿ”ญ Iโ€™m currently working on my personal project - Battleships game
  • ๐ŸŒฑ Iโ€™m currently learning Crisis Management
  • ๐Ÿ‘ฏ Iโ€™m looking to collaborate on Fintech startup
  • ๐Ÿค” Iโ€™m looking for help with 3D art
  • ๐Ÿ’ฌ Ask me about performance problems
  • ๐Ÿ“ซ How to reach me: https://patriksima.github.io
  • โšก Fun fact: I'm certified chess coach

asteroidgame's People

Contributors

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Watchers

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asteroidgame's Issues

Fix the fire rate

The fire rate is now depending on FPS. It's wrong.

Spravne je to tak, ze kdyz hrac nema stisknuty input strelby, tak proste cekas, az stisknutej bude. Jakmile se detekuje, ze jako jo, tak vystrelis a ulozis si nejakej TimeoutDoDalsihoVystrelu - coz je realne cas podle kadence zbrane. Pak v kazdem updatu, pokud je TimeoutDoDalsihoVystrelu > 0, tak od nej odectes time.deltaTime (cas framu). Az v okamziku, kdy je <= 0, tak muzes vystrelit znovu. Ale nenastavis ho znova na celou hodnotu, jen k aktualni hodnote tu novou prictes. Takze kdyz po odectu byla hodnota zaporna, tak to je "kompenzace" za to, zes mel vystrelit uz tech par milisekund zpet. Chtel jsem poslat link na unity, ale to je zmatene a jeste blbe... :)
Kod by mel vypadat napr. takhle nejak:

private float fireDelta = 100f; // kadence
private float timeToShoot = 0f; // timeout do dalsiho vystrelu

private void Update()
{
    if (timeToShoot > 0) timeToShoot -= time.deltaTime;

    if (Input.GetButton("Fire1") && timeToShoot <=0)
    {
       Shoot(); // spawn projektilu, animace - whatever
       timeTiShoot += fireDelta; // proste deltu prictem, neresetujem! Takze ten zaporny cas, o ktery jsme prisli delkou framu mame kompenzovany...
    }

    if (timeToShoot < 0) timeToShoot = 0; // ale aby se "nenabijel" firerate kdyz nestrilis nebo neco, tak tady cas resetujem na 0...
}

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