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228 Commits 1 Branch 0 Tags
0b9bdeceffdde6a341b1cdb5af790f5352b364e6
Commit Graph

9 Commits

Author SHA1 Message Date
Humza Shahid
0b9bdeceff update positions of falling enemies per frame (and filter them out too) 2025-02-15 02:17:01 +00:00
Humza Shahid
b8934e3add add function to generate quad tree from falling enemies 2025-02-15 01:52:19 +00:00
Humza Shahid
e758a5a13c refactor falling_enemy to be contained in FallingEnemyMap, instead of a plain vector 2025-02-15 01:42:29 +00:00
Humza Shahid
46a1836ae2 additional refactoring, moving player type into its own directory 2025-02-14 10:13:03 +00:00
Humza Shahid
f1521acec1 refactor file order in preparation for adding GapMap for enemy 2025-02-13 11:24:44 +00:00
Humza Shahid
534852c8bf don't make 'falling' enemies come back down (fall), but lift them up instead, filtered when reaching beyond the top of the world. It's a little more fluid with current physics for enemies to be 'spirited away' rather than fall. 2025-02-09 13:14:38 +00:00
Humza Shahid
07d31119a7 code functionality to filter out falling enemy from list if falling enemy is colliding with player 2025-02-08 11:05:58 +00:00
Humza Shahid
26870816db add code so that enemy gains a new projectile when attacking falling enemies, and also draw the falling enemies 2025-02-08 10:48:34 +00:00
Humza Shahid
51401231e1 update state of falling enemies per loop 2025-02-08 09:49:32 +00:00
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