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2018-08-18Update assetsRaymond Hogenson4-0/+0
Maybe just timestamps?
2018-08-18Add texturesRaymond Hogenson13-36/+44
These were fun to make
2018-08-18Tune enemy movement logicRaymond Hogenson1-28/+36
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.
2018-08-18Stop the player from going off the sideRaymond Hogenson1-0/+15
Oh wait I haven't tested this yet. I'll be right back. Yeah it works
2018-08-18Rename the nix file and include in gitRaymond Hogenson2-2/+7
bullet_hell.nix is the automatically generated one, default.nix is my hand-crafted file to build the expression, given the automatically generated file as an input. Really carnix should have the capability to do this by itself, but I'm trying my best.
2018-08-18Finalize the new movement schemeRaymond Hogenson1-20/+55
Ok it's pretty fucking cool. Tracking acceleration has always looked good, no matter what. There's some pretty advanced logic going on here, and it's worth it.
2018-08-18Write a working bullet hellRaymond Hogenson6-0/+477
I just fucked up the enemy movement, but hopefully I won't ever need that old code. The new one is going to look really cool and sweet. Anything with just modifying acceleration must look very cool and smooth.