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| author | Raymond Hogenson <rhogenson@posteo.net> | 2018-08-18 08:37:19 -0400 |
|---|---|---|
| committer | Raymond Hogenson <rhogenson@posteo.net> | 2018-08-18 08:37:19 -0400 |
| commit | 950e60067ce036e831e81afeec180a63511f9e65 (patch) | |
| tree | 7736409a9eec7332009d579e4dde7fd35ec83f09 /src/rand.rs | |
| parent | Stop the player from going off the side (diff) | |
| download | stallman-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.
Diffstat (limited to 'src/rand.rs')
0 files changed, 0 insertions, 0 deletions
