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In GitLab by @azriel91 on Jun 25, 2019, 09:52
Energy blasts can be loaded and spawned, but there are many issues:
Objects are spawned every tick instead of on FrameBegin.
FrameBegin
Even with Mirrored(true), their sprites are not flipped.
Mirrored(true)
For characters, this is currently done in CharacterSequenceUpdateSystem, but it makes sense to split into its own system.
CharacterSequenceUpdateSystem
Spawned objects hit each other, as well as their parent (Object Teams #141).
Energy objects sometimes stick to the edge of the map.
Game play end event is not sent.
Hit and Hitting sequences
Hit
Hitting
Entity deletion.
Other items for later:
Hit sound is generic, whereas different objects would have different sounds when they hit.
Coordinates are likely incorrect, as:
SpawnGameObjectRectifySystem
SpriteRender
FrameComponent
The text was updated successfully, but these errors were encountered:
azriel91
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In GitLab by @azriel91 on Jun 25, 2019, 09:52
Energy blasts can be loaded and spawned, but there are many issues:
Objects are spawned every tick instead of on
FrameBegin
.Even with
Mirrored(true)
, their sprites are not flipped.For characters, this is currently done in
CharacterSequenceUpdateSystem
, but it makes sense to split into its own system.Spawned objects hit each other, as well as their parent (Object Teams #141).
Energy objects sometimes stick to the edge of the map.
Game play end event is not sent.
Hit
andHitting
sequencesEntity deletion.
Other items for later:
Hit sound is generic, whereas different objects would have different sounds when they hit.
Coordinates are likely incorrect, as:
SpawnGameObjectRectifySystem
does not take into account sprite offsets.SpriteRender
s are not offset as a child entity (FrameComponent
s on child entities #133).The text was updated successfully, but these errors were encountered: