
So - what have I learned so far using Playstation Suite Studio? (Playstion Mobile Studio?)
The GameEngine2D has its charms. I'm avoiding the tweens. I asked in the last post 'Why do I need a scene graph for 2d'? And the answer is - same reason I eventually put one in Schizoid, but didn't call it that - so I can have hierarchies of 2d objects. And also so I can place my squares relative to the board rather than relative to the world. Turned out to be pretty handy.
To avoid duplication of data, I'm accepting that my game data is conflated with the sprite data. I have a 2D array of sprites and am toggling them visible or not to indicate which squares have already been set. Otherwise I would have had my 2D array and then had to propagate that information to the sprites.
There's an Angle member built into the sprites, which I didn't notice at first - I want my tetronimos to rotate smoothly (I'll have to figure out the complications that'll cause when a still-rotating tetronimo hits the flat floor later) - and I jumped straight to rotation = new Vector2( FMath.Cos(theta), FMath.Sin(theta) ) - when there was this handy Angle thing there already. When you set the Angle, it seems to automatically clip itself, which caused some weirdness - I made it so the player can queue up a bunch of button presses, so if they spin the thing more than 360 clipping caused weirdness. I don't need clipping - I'm sure the user won't be able to spin the tetronimo so much that it'll cause precision problems in the brief time it's onscreen.
There's some collision detection built into GameEngine2D as well - the GetBounds() function on the sprites. Not pixel perfect or anything, but for my smoothly falling tetronimos it was useful after some jury-rigging.
When rotating, the sprites look aliased. No big surprise there. Probably have to put translucent edges into my sprite textures.
I'm not seeing any post-processing effects or render-to-texture in the GameEngine2D. You can pass shaders in to the sprite renderer, so, cool, that sounds like an easy way to make the background interesting. (I can use my purple smoke from sixty second shooter - though it's in GLSL and needs to be in CG.)
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