Oh, good! I’ve been able to split up my sources into different units happily so far. I’m using a simple technique I developed when working with Java; passing the drawing context to other functions in other files to allow them to draw. And this is helping my organization a ton.
Now, I’ve got a bit much to do.. first of all, it’s King of Lands‘ birthday on July 30th, and I like to make big updates for it. On top of that, I’ve got 2 books to read + 200 pages from another random book for school, and somehow I have to squeeze in time to make Sun Defender.

The above screenshot is probably the sum of another chunk of 3+ hours of work, and it’s glitchy. For some ODD reason, key up events are being thrown when no key is released… On top of that, with pascal I can’t find a “isKeyDown” function; so the movement of that ship (it’s currently controllable) is jerky as well.
Of course, there’s some more problems to be worked out if I find a isKeyDown function, like keeping consistent timing across different computers… then I’ll have to redesign my current system
but it would totally be worth it if I find that eluding function + a way to keep the key down events @ the same intervals across all computers…
Now, I also had to hack up the sound system a lot to get it to work the way I wanted. First of all, it’s audioOut.loop didn’t work. So I have to check when the audio is done playing, what screen it’s on, and decide if the music should loop or not. I’d also like to note that when in game (Currently, just not the menu), it’ll select a random song to play and when that’s done it’ll pick another random song.
Getting the random song system to work was also quite problematic, but I got it done. It was ridiculous, the system I eventually slapped down to get the job done involves a timer waiting 100ms before playing the next random song, because even though the darn thing gets out of the while(componentIsBusy) loop, it’s, guess what, still busy for a while longer.
In the screenshot pictured way above, the fire follows the ship of course, but what you can’t tell is that the ship is animated. Got that done too; and I have an idea for the art style of the game. One problem currently is that bullets aren’t ever destroyed yet
Gotta make my own garbage collection system, and maybe learn up on lists or something.. because I desperately need something similar to Java’s vectors to manage these bullets.
I’ve also got this thing fairly customizable already. There’s a settings.txt file, that reads whether or not to go full screen, whether or not to mute, and all of the player controls. The menu and ship are controlled by what keys are specified in the file.