Wednesday, July 12, 2017
Copierre, Damage display
I'm quite a fan of RO, so I made the numbers pop out in a similar manner. The x speed is determined by the angle of attack from the player unit to the target.
Right now, I have the most trivial implementation of this, though. New window objects are created and added to the scene whenever damage occurs. Once the window's faded out, it's then removed from the scene. This leads to very noticeable performance hits when several windows are constantly being created and removed.
This means my next task for these is to use a smarter implementation. I'll probably retain every window created, but if it fades to full transparency, then I'll mark it as usable, and then re-use it when damage is dealt elsewhere.