So instead of tying power up generation to the timer I tied it to the score, with it initiating at greater than or equal to zero. Then in the bank where the code was, I created another variable to mirror the timer variable. Now the power ups generate as they should but with one small problem - I am having a problem getting rid of them promptly.
For instance, the energy drink appears. If the player sits over the drink at the time it eventually disappears they get the benefit (for testing purposes this is just 500 points). I assume this has something to do with the timing. I will investigate this further at a later time
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