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0edeb65131
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done implementing SHIELD_SLIME
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2025-02-15 13:00:23 +00:00 |
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66c60a490d
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begin adding shield slime enemy variant
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2025-02-15 12:34:10 +00:00 |
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190f11d7ef
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different colours for different enemies so they are easier to differentiate
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2025-02-15 12:18:08 +00:00 |
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e00db5d8a3
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make enemies move per loop (calling update EnemyMap by calling EnemyBehaviour)
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2025-02-14 10:43:27 +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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d1e23b5455
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refactor platform and wall type declarations out into platform.sml and wall.sml
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2025-02-14 09:26:07 +00:00 |
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93aebe5fa1
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a bit of refactoring with regards to enemy's structures and files
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2025-02-14 09:06:32 +00:00 |
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93aae6dc1f
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remove dead code
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2025-02-14 08:46:28 +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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38640b14a2
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add falling_enemies type to game (these enemies can be picked up and thrown), and thread fallingEnemies through enemy.sml to set up scaffolding for them
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2025-02-08 09:20:10 +00:00 |
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23cf480dad
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reimplement enemy-filter loop (now enemy's reaction, and decision to possibly filter, is fully under enemy's control - physics, damage reaction, whether to filter or update enemy's state, etc.)
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2025-02-08 01:05:39 +00:00 |
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