-
Notifications
You must be signed in to change notification settings - Fork 32
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Refactor fighters spawning #69
Refactor fighters spawning #69
Conversation
Should the belly flop system go into |
I like this, I was starting to do something like this myself while I was considering #63. I think the attack portion and movement portion of the flop can be different systems, triggering by input should happen in attack. I'll try to make a pr soon and ask what you think. |
Splitting them is a good idea - actually, I think it will be necessary, if we unify the player translations as described in my recent issue. The final shape of the split depends on if/how we decide to merge the translations. If yes, I think we should also start to think in stages. My rough idea of splitting is:
That's my proposal 😄 |
Yea I thinkkkk that makes sense. We will have to account for collisions from attacks in our motion vector application as well. I keep meaning to reply to this but forgetting where it was. edit: I found the "reference comment in issue" feature which keeps like to your original comment. Issue here #99. |
Extract spawning types and logic from main into player.rs and enemy.rs, and extended the respective bundles to make all the components explicit.
Right now, main.rs still has a mix of different things (e.g. player belly flop attack), so other things should be moved out.
There are still some