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I was hoping to be the first person to release a realtime game in scenic (that is continuous, not just discrete grid stuff like Snake), but you beat me to it. :)
Anyways, I was hacking on this last night and a couple of things:
- You can really simplify the "constrain" behavior by using
:math.fmod
to just wrap the player or asteroid coordinates to the screen dimensions. - You can also use pattern matching in the
shoot
method to remove the case statement in thetry_shoot
stuff. - I'm a little weirded out by your use of protocols (instead of behaviors) for entities, but I like the idea and would subscribe to your news letter.
- You need to add drawing twice (maybe more?) to gracefully handle entities overlapping edges and wrapping on the screen.
- The really fun part about collision detection/updating should use worker processes.
Anyways, it's really awesome that you put up a nice PoC that's easy to hack on, and I'd love to talk with you more on this stuff. HMU on the twitters (same username).
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