CoreyHendrey
CoreyHendrey
It's good to talk about though. Thinking about it more, it'd be better as a separate class entirely. We can then have things like friction (for sliding), velocity, gravity etc...
Either way sounds fine. I’m just wondering how their movement will be different to the player though. I think my way may be a bit to convoluted. I was thinking...
I’m down. I work as a software engineer, but was previously employed as a graphic designer and illustrator. :)
I think it's just the holiday season :) It should pick back up soon.
Already posted in the Pull Request, but to reiterate, I think this is a good idea too. Maybe we could have a seperate class to keep the adding functions in?...
Sounds good, though I think "checkEnenmyCollisionWithPlayer( )" would be inside each enemy, rather than a global check, wouldn't it?
Proposed a change the animation system, let me know what you guys think. :)
Depends. If Ashish accepts my PR it’ll probably be in CharacterEntity.
Is this still a problem? I've been combing through the code for a while, and cannot seem to find anywhere that the current value is switched to the theoretical maximum....