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534852c8bf47ec53714ca3c3ff0e97c58b0056d3
sml-projects
/
fcore
/
enemy
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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
..
enemy-behaviour.sml
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
enemy-patch.sml
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.)
2025-02-08 01:05:39 +00:00
enemy-variants.sml
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.)
2025-02-08 01:05:39 +00:00
enemy.sml
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
2025-02-08 09:20:10 +00:00
falling-enemies.sml
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