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authorRaymond Hogenson <rhogenson@posteo.net>2018-08-18 08:37:19 -0400
committerRaymond Hogenson <rhogenson@posteo.net>2018-08-18 08:37:19 -0400
commit950e60067ce036e831e81afeec180a63511f9e65 (patch)
tree7736409a9eec7332009d579e4dde7fd35ec83f09 /src/assets/introduction.png
parentStop the player from going off the side (diff)
downloadstallman-shooter-950e60067ce036e831e81afeec180a63511f9e65.tar.zst
Tune enemy movement logic
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.
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