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For greater portability, we will only use the system time for seeding
the random generator. It's not like it matters anyway.
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I don't need a dependency to generate random numbers. I know how to
generate random numbers.
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Jesus I should try to test things before I push them.
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Cool, haha. We did it.
I also changed a bunch of random shit.
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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.
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If we write our own music, we could just embed it
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It's just less fun when he's so tiny
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We're releasing version 1.0.0 baby
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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?
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I've moved it, now of course I need to update the source to reflect this
change. But I'm putting those in separate commits because of how many
times I've been warned that git moving things is suspect.
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Instead of calculating the time from the beginning, we'll just check the
time since the frame was started. This means if you are slow and then
fast, it won't freak out.
This was inspired by an app I wrote for Clank which counts clanks frame
by frame and I needed some similar mechanism.
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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.
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It's sweet now
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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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