Space Fight!

Quick Instructions: Click a pawn (yours are at the bottom), click where you want it to go, then click a bad guy (the ones at the top). When all is set, press the Enter key to watch the action.

This is the Space Fight! prototyping page. There is an applet here! It's probably already running. If not, there's probably a certification window that popped up that needs your attention. If you trust that I'm not going to do anything sneaky, you can click 'Run' in the security window to start the game. It's an early prototype so there is not much here.

Alternatively, there is a web starter you can click on here. That will launch the game in its own window, and create a handy shortcut for you on your desktop.

Note: I appear to still be having trouble with my browser and the applet always running from cache. That's fine except it should be smart enough to notice the version number has changed, and to download the new version. If you're having trouble viewing the new version (you don't see the time running in the bottom left corner) then you'll have to force-flush your applet cache. In Linux you can do that in jcontrol from the command line. Clear the cache, close and open the browser, and run the applet again.

changelog
2010-05-30
  • Great improvements to Accessible Area Map efficiency
  • Light sources / shadows added (not currently used in demo)
2010-04-27
  • Resolution changed to 854x480 to reflect that of a Motorola Milestone (Droid)
  • Moved location of TiledMap tile graphics to be accessible by jar (means applet will work once again)
2010-04-25
  • Now rendering a map
  • Pawns shoot bullets
  • Pawns take damage and can die
2010-01-08
  • Added basic intelligence for enemy pawns. Enemies now find and follow closest pawn to their position
2010-12-18
  • Player pawns now stop when they've reached their destination
  • Total time played is now counted, formatted, and displayed as hour : minute : second : millisecond
2010-11-27
  • Added "Go" state which is responsible for carrying out the instructions given to pawns
  • Pawns point in the direction they are traveling
2010-11-19
  • Pawns now have a range that limits the distance they can travel
  • The pawn range limit displays as a green circle on screen
  • If the mouse travels outside the range limit, the "potential new location" stops at the range limit
2010-11-13
  • Created a Camera object
    • Handles entity rendering
    • Pans the screen and assists in translation of all entity coordinates
  • Screen now pans with the arrow keys
  • Created Map (level) object and MapTile object (both currently unused)
  • Created placeholder assets for terrain types (currently unused)
2010-11-06
  • More behind the scenes stuff that you most likely would not notice. The jar files are now compressed to help speed up loading a new version of the game. Matthias Mann of #lwjgl IRC channel was a big help in getting the compression of the jars working.
2010-11-01
  • Fixed setup state logic
    • Removed the entire SELECTION_STATE because REVIEW_STATE was handling it all (reduced the number of states from 4 to 3)
  • Modifed pawns hasDestination and hasTarget logic
    • hasDestination used to be a boolean but is now hasDestination() which checks for destX and destY values >= 0
    • hasTarget used to be boolean but is now hasTarget() which checks for targetPawn != null
  • Main loop now determines the state of the readyToGo boolean if every pawn hasOrders() {returns true if pawn.hasDestination() and pawn.hasTarget()}
  • Pawns take into account their rotation now when rendering, though it won't be visible in this build
  • Added a new graphic, a slightly red one, for opposing pawns