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View Code? Open in Web Editor NEW:video_game: A bullet hell style space shooter written for the Sega Genesis
License: MIT License
:video_game: A bullet hell style space shooter written for the Sega Genesis
License: MIT License
Currently we have a stand alone set of functions for managing what we call ManagedActors
. Although this is useful for overall life-cycle management, it doesn't help with categorizing actors into groups for things such as collisions. This knowledge is more the place of a scene manager. Add a Scene
set of functions for managing a grouping of Actors
while allowing for categorization and life-cycle management. Make sure to keep soft resets in mind in terms of auto clean-up of actors/scene stuff.
Would be nice to have a single function to handle init/reset/clean-up of subsystems on soft reset.
Can do much cooler effects in the horizontal direction. Should be able to use all current code with tweaks to start positions and sprite direction.
Add something like
typedef enum {
ACTIVE,
INACTIVE,
DESTROYED
} ActorState;
Can help with allowing easy outs on things like update and draw.
Can be done as part of or after #97.
Probably something as simple of a stage definition.
Make the Player
object a singleton since you can only have 1. Will help with initialization clean-up.
Make the Stage
object a singleton. This will help with initialization clean-up. There can only be 1 stage loaded at a time. Add idea of stage definition for setting up a stage, see #98.
If I remove banking (stop calls to SPR_setAnimAndFrame
) it doesn't crash.
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