I've changed the update logic to work with delta timing (fraction of a second) rather than a continuous increasing tick count. This gives us animation capabilities with ease.
I've also added a dimmer implementation in the play scene for the start play mode.
I hooked up the game timer countdown logic and the game over message is now based on if you lost all your lives or you ran out of time.
I've changed the update logic to work with delta timing (fraction of a second) rather than a continuous increasing tick count. This gives us animation capabilities with ease.
I've also added a dimmer implementation in the play scene for the start play mode.
I hooked up the game timer countdown logic and the game over message is now based on if you lost all your lives or you ran out of time.