It should just restart the current level. I did redo the code though just to ensure that this can’t happen (fingers crossed). I’m not sure what would happen if you got shot at the same time as killing the last alien on a screen though.
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To give 60 fps I’d need to generate a screen every 1000ms/60=16ms. At the moment on my, very moderate, hardware it can nearly run this fast however on older machines (my arcade machine for instance) it will run slower. You can see how long it takes to draw a screen on your hardware by pressing “t”. This is just a test mode that also shows the level.
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At the moment if you get into trouble while playing you can press any key to bring up the shields - usually when you need the shields you don’t have time to look for a particular key on the keyboard. I looked into using the shift and ctrl keys but it appears you need to use a different set of java methods to do this. Perhaps I should have a screen allowing the user to customise the keys.
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I tried upping the number stars but it affected the redraw time (is there a drawPoint method as I’m currently using drawRect(x,y,1,1)?). It also looked a little odd with so many stars - not bad as such but just a little distracting. I’ll look into adding more bits into the explosion.
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Must admit I think your images are very good and I’d love to put them in. Problem is I draw the aliens etc using java draw commands (fillOval, fillRect etc) and I can’t see how I could generate those images from that. I’m not sure how fast the game would be if I tried drawing images for aliens or what might happen when they overlap. I’m very impressed by your picture though - you obviously have a better imagination than me.
Do people find the game too easy - I wanted to allow kids to play but wanted to provide a bit of a challenge on the higher levels (red aliens etc). Anyone get a decent score (>50k)? Did anyone get any stuttering during play or is it just me because I run a couple of database servers etc all on the same old box.