| Age | Commit message (Collapse) | Author | Files | Lines |
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I also upped the fire rate
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I profiled it and this was the slowest part.
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Player should be under bullets since player is now large
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These were fun to make
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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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Oh wait I haven't tested this yet. I'll be right back. Yeah it works
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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.
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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.
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