Not much happening today, I added projectiles which the ships can shoot and which move straight ahead without regard to forces. They save the game time when they were created, so they will eventually be removed when they have been on the screen too long. In the image, you see the effect of just using the current state of a button, which means that a single button press will result in a pressed state over several frames, triggering a burst of shots. In a first move, I added some logic which saves the state of the controller in the last frame and which decides if a button has just been pressed or if it was pressed for some longer time. In a next step, there will probably also be a restriction how soon after the last shot a player can shoot again.
Next steps
I currently find myself slowing down a bit, and since I want to get a first iteration done on the weekend, I won’t add that much until then, so I can refactor a bit before adding new things next week. To complete the gameplaye, the major missing components are a planet which exerts gravity in the center of the playing field, collision detection (shots <-> ships, planet <-> ships) and some game rules (in a first step, the first player to become destroyed looses, later I’ll add a reset and a counter which counts the number of won rounds).