feat: Add enemy type differentiation and adjust movement logic for Grunt and Boss enemies
This commit is contained in:
parent
e8dceaca27
commit
ef055fe3c5
3 changed files with 92 additions and 38 deletions
|
@ -69,13 +69,13 @@ nix develop --command bash -c "cargo build"
|
|||
* ~~Make enemies fire bullets (downwards or towards the player) during their dives.~~ **(DONE - Downward)**
|
||||
* After an attack dive, enemies could return to their formation position or fly off-screen. **(Fly off-screen implemented)**
|
||||
* **Enemy Variety:**
|
||||
* Introduce different types of enemies (e.g., using different components or an enum).
|
||||
* Assign different behaviors, point values, and maybe sprites to each type.
|
||||
* ~~Introduce different types of enemies (e.g., using different components or an enum).~~ **(DONE - Added EnemyType enum and field)**
|
||||
* ~~Assign different behaviors, point values, and maybe sprites to each type.~~ **(DONE - Behaviors, points & color based on type)**
|
||||
|
||||
**3. Advanced Galaga Mechanics:**
|
||||
|
||||
* **Boss Galaga & Capture Beam:**
|
||||
* Create a "Boss" enemy type.
|
||||
* ~~Create a "Boss" enemy type.~~ **(DONE - Added to Enum, handled in matches)**
|
||||
* Implement the tractor beam attack (visual effect, player capture logic).
|
||||
* Player needs a `Captured` state.
|
||||
* Logic for the Boss to return captured ships to the formation.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue