The weekend has, however, been productive:
- Complex enemy pathing has been implemented
- This took the bulk of the time, deserves its own blog post
- Enemies will now go around complex obstacles and room shapes to get at the player
- Irregularly shaped rooms are now an option and have been implemented
- More work than it sounds like :-)
- Completely rewrote player movement code
- no more "bouncing" off walls
- if moving at an angle the player will slide across the wall in the non-blocking direction
- Player and enemy bullets now asplode when hitting walls
- Enemies no longer fire if they're not facing in your general direction
- will still fire at walls though.
- They are stupid
- New hidden wall type to keep the player from cheesing bosses (by sneaking behind them)
- Can fire through these
- Added "Robbietron" tileset and enemies
- Uncolored boss is drawn:
- Added four (so far) irregularly shaped rooms, including what is probably the most annoying one ever, the "five minute hallway".
- takes about 400 health ticks to traverse the entire width of the room.
- Added configurable backgrounds based on dimension (space, desert, tanktankzombie, etc)