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0b9bdeceff
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update positions of falling enemies per frame (and filter them out too)
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2025-02-15 02:17:01 +00:00 |
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b8934e3add
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add function to generate quad tree from falling enemies
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2025-02-15 01:52:19 +00:00 |
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e758a5a13c
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refactor falling_enemy to be contained in FallingEnemyMap, instead of a plain vector
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2025-02-15 01:42:29 +00:00 |
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46a1836ae2
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additional refactoring, moving player type into its own directory
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2025-02-14 10:13:03 +00:00 |
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f1521acec1
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refactor file order in preparation for adding GapMap for enemy
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2025-02-13 11:24:44 +00:00 |
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534852c8bf
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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.
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2025-02-09 13:14:38 +00:00 |
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07d31119a7
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code functionality to filter out falling enemy from list if falling enemy is colliding with player
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2025-02-08 11:05:58 +00:00 |
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26870816db
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add code so that enemy gains a new projectile when attacking falling enemies, and also draw the falling enemies
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2025-02-08 10:48:34 +00:00 |
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51401231e1
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update state of falling enemies per loop
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2025-02-08 09:49:32 +00:00 |
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