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<title>stallman-shooter/src/state.rs, branch main</title>
<subtitle>Game I wrote a long time ago</subtitle>
<id>https://code.roseh.moe/stallman-shooter/atom/src/state.rs?h=main</id>
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<updated>2025-04-13T04:46:21Z</updated>
<entry>
<title>Bump deps</title>
<updated>2025-04-13T04:46:21Z</updated>
<author>
<name>Rose Hogenson</name>
<email>rosehogenson@posteo.net</email>
</author>
<published>2025-04-13T04:46:21Z</published>
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<id>urn:sha1:b6e617dff1e712aac10888a2781484eeb2e99e89</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix clippy warnings.</title>
<updated>2023-07-22T05:42:51Z</updated>
<author>
<name>Rose Hogenson</name>
<email>rosehogenson@posteo.net</email>
</author>
<published>2023-07-22T05:42:51Z</published>
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<id>urn:sha1:1ecadfb0adf839c719ba50914c7336488ca55a47</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Remove unnecessary "extern crate" declarations.</title>
<updated>2023-07-22T02:31:02Z</updated>
<author>
<name>Rose Hogenson</name>
<email>rosehogenson@posteo.net</email>
</author>
<published>2023-07-22T02:31:02Z</published>
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<id>urn:sha1:8b51759dc9b26eb9d9e9f94807d7e85a41fbf555</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Make taking injuries more flexible</title>
<updated>2018-08-22T20:54:43Z</updated>
<author>
<name>Raymond Hogenson</name>
<email>rhogenson@posteo.net</email>
</author>
<published>2018-08-22T20:54:43Z</published>
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<id>urn:sha1:b9a6da7ccabb972074f09d686dc78f9643accfac</id>
<content type='text'>
I've just moved it into the Enemy trait, because I was planning on
having Bill move around when he got hit, but it didn't look good.
</content>
</entry>
<entry>
<title>Move assets directly into the binary</title>
<updated>2018-08-20T13:10:49Z</updated>
<author>
<name>Raymond Hogenson</name>
<email>rhogenson@posteo.net</email>
</author>
<published>2018-08-20T13:10:49Z</published>
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<id>urn:sha1:2d0f2d8ce0dffcacb34aa6ce1388d1b46e1005ad</id>
<content type='text'>
Wow rust has a built-in operation for moving binary assets into a file!
That's so cool! Rust is the best language in the world! Does C++ have
this?
</content>
</entry>
<entry>
<title>Move some code around and improve abstraction</title>
<updated>2018-08-19T04:45:11Z</updated>
<author>
<name>Raymond Hogenson</name>
<email>rhogenson@posteo.net</email>
</author>
<published>2018-08-19T04:45:11Z</published>
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<id>urn:sha1:5846773a84b629765b6a7236bb6363bc4e34ab94</id>
<content type='text'>
This doesn't change the functionality of the game at all (ideally), but
makes it easier to refactor and to add new enemies and new stages, which
is really the end-goal of this whole thing.
</content>
</entry>
<entry>
<title>Add a health bar</title>
<updated>2018-08-18T19:42:11Z</updated>
<author>
<name>Raymond Hogenson</name>
<email>rhogenson@posteo.net</email>
</author>
<published>2018-08-18T19:42:11Z</published>
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<id>urn:sha1:ffd92b2d0ded6aea2f505dfce422252c378b7548</id>
<content type='text'>
It's sweet now
</content>
</entry>
<entry>
<title>Improve performance</title>
<updated>2018-08-18T18:49:42Z</updated>
<author>
<name>Raymond Hogenson</name>
<email>rhogenson@posteo.net</email>
</author>
<published>2018-08-18T18:49:42Z</published>
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<id>urn:sha1:e8b4d6a42ef2f45e9ccc5d1b068bb176cedc8695</id>
<content type='text'>
I profiled it and this was the slowest part.
</content>
</entry>
<entry>
<title>Add textures</title>
<updated>2018-08-18T15:01:49Z</updated>
<author>
<name>Raymond Hogenson</name>
<email>rhogenson@posteo.net</email>
</author>
<published>2018-08-18T15:01:49Z</published>
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<id>urn:sha1:dcf41c0ab884c124ffda8f616ec617c1e584255e</id>
<content type='text'>
These were fun to make
</content>
</entry>
<entry>
<title>Tune enemy movement logic</title>
<updated>2018-08-18T12:37:19Z</updated>
<author>
<name>Raymond Hogenson</name>
<email>rhogenson@posteo.net</email>
</author>
<published>2018-08-18T12:37:19Z</published>
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<id>urn:sha1:950e60067ce036e831e81afeec180a63511f9e65</id>
<content type='text'>
Now the logic is straightforward and not so fragile when we add some new
complexity. Next step I think is to make it all based around traits or
some kind of generics, and then we can plug in new enemies. Ideally
we'll just have the game represented as a list of phases, where a phase
is just an object, and the player will progress through them in order.
Because it has to be a concrete object, I think we can embed a function
pointer into a struct to get most of the functionality that we want.
</content>
</entry>
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