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dreammelter avatar dreammelter commented on August 10, 2024

Quick List of Behaviors (Block Breaking)

These are the things the Paddle/Cannon, Ball, and Blocks should do by the end of this task.

Paddle / Cannon

  • Controls with mouse (we'll add alternate controls later)
  • Follows along a defined arc around the player
  • Fires a ball on mouse click

Ball

  • Fires in the expected vector/direction (perpendicular to the paddle)
  • Has an "attack power" that deals 10 damage (and ~2x as much when super)
  • Has dangerous and super modes

Block

  • Can be given a color and "health" amount face to initialize it
    • (health amount will come in a later part)

This list should include the Block spawner, but I'll leave that in a separate issue for now: #6

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dreammelter avatar dreammelter commented on August 10, 2024

Wall jump sprite is slightly off for the pixel adventure pink guy (and possibly the rest)... if we want to perfect it (to implement #24 cleanly) we could just flip the sprite sheet.

Doesn't have to be perfect for this step though.

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dreammelter avatar dreammelter commented on August 10, 2024

...wondering if we'll really need to introduce a state machine for the player character. The code is pretty simple + clean as it is.

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dreammelter avatar dreammelter commented on August 10, 2024

I promise I'll switch to a new branch once this issue's done.

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dreammelter avatar dreammelter commented on August 10, 2024

In unfortunate almost-6AM-news:

  • the balls do not move (again)
  • the remapped usable viewport height still starts at 0.

I'll figure out what else is bugged later.

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dreammelter avatar dreammelter commented on August 10, 2024

🚨 Not sure what the difference between the sandbox where I prototyped the paddle behavior and this new file, but things don't work like they did. (Which figures! When does anything work when you take it out of its perfect black box of conditions.... but that's the exact reason I started a new file. It's gotta work everywhere.)

Gonna ditch the paddle for now. I've managed to minimize the amount of skewing following a path did to the sprite, but I'd need more testing time to make it playable again. Which means there's a design change that's gonna push this out again... the paddle did seem like it'd be obnoxious in the long run.

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dreammelter avatar dreammelter commented on August 10, 2024

As #28 mentioned, we're gonna move onto the next set of items and revisit the notion of a secondary game mechanic afterwards. Might still include the gravity stuff, but we'll cross that bridge again later.

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