This repository holds the code for my personal website/portfolio/resumé.
View the finished product here.
Bullet hell game in LibGDX. Created with a team of 4 at the SRC Code hackathon within 24 hours.
This repository holds the code for my personal website/portfolio/resumé.
View the finished product here.
Give enemies a way to cycle through different attack patterns.
Give the boss a health bar
Use the releases page, release our v1.0, and more when we make major changes
The Assets code is very long and reuses code in many places. We should try to rework the Assets class as well as the fetching of Assets throughout the game to a more reusable system, hopefully one where assets are defined in some external file and have a name attached to them, so we can write something like Assets.fetchAnimation("slime").
Add dodge roll
Add the animation we discussed.
Running in place in center -> after pressing a key, run to the right, boss (and maybe slimes) follow player.
Add new IntroAnimationScreen class to handle this.
Enemies are missing states on the enemy branch w/ Enemy class rework.
Containing levels, options for sound, and difficulties.
Levels can vary in map layout, spawn rates, and eventually different enemies.
The boss does not disappear after killing him. Also, he dies in one hit.
put options to start a new game
After an enemy dies and it starts to fade, it goes to full opacity for about 1 frame before completely fading.
Add shockwave animation when boss drops.
Give crates hitboxes to limit player movement upon touch.
These parts of the game seem to be broken since the Box2D removal.
Make the enemies spawn in random points instead of only at the two "exits."
Also maybe add an indicator as the enemy is spawning?
Add weapons as loadout or pickups
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