I am trying to figure a better way for AI/Enemy class interaction...right now each class is passing Vector2D objects that tell position and velocity...this has many inherent flaws, because it doesnt hold data on if they are alive/rendered, bullet options, collision detection, etc...i would just create another instance for the gEnemy to pass to the AI object, but it throws up linker errors, and the eEnemy class is strictly singleton because of the loading routines (they load image data, if i initialized any more than one, blammo sharing violation or mad cazy memory usage)..
So yeah, right now i have the main class with an instance of gEnemy and gAI, and they interact using Vector2D objects, but i need something better.
I dont know, im pretty lost.
Oh, and actually implementing wide-scale enemy fighter AI is a whole other story.
Any tips would be appreciated..
Until next time.
Wait... this is a good idea. Instead of having all the enemy ships grouped together, group them into wings. Each wing gets its mean directions, etc calculated independantly, so you could end up with a bunch of swarms swarming your ship, ultimately resulting in an untimely death.
I need to stop posting at night...