Carlo Supina

Results 50 issues of Carlo Supina

We need a section on collaborative coding with Git/Github. At the end of the [simple gun weapon section](https://fishfight.github.io/FishFight/simple_gun_weapon.html) I mentioned making PR. We should write a chapter on collaborative coding...

topic:documentation
topic:learning

Affects #129 While I was working on writing the section for adding an item to the game (I'm using a sniper rifle as an example), I noticed that a lot...

enhancement

Repeater boss is currently in the game but incomplete. Let's finish the boss by giving it the following behaviors. - Block weak spot with arms - Shoot blasts and maybe...

boss

There are occasionally some weird hitbox interactions (especially with rotated hitboxes). We should consider replacing hitbox collision detection with ncollide instead. Additionally, ncollide has more features that could be useful...

refactoring

Currently, all phases in the game are completed when a set amount of 1-second ticks have been completed. This system makes sense for the enemy and rest phases but doesn't...

enhancement

Refactor abilities into "trait objects" https://doc.rust-lang.org/book/ch17-02-trait-objects.html#defining-a-trait-for-common-behavior Character components can each have an ability property containing a struct that implements the ability trait. It would resemble the following. ``` pub struct...

refactoring

The only other type of spawned entity that is not covered under the SpawnableType system is blasts. They should be implemented similarly to the other spawnable types so that they...

refactoring

Items are permanent upgrades that can be purchased by the player. Items are meant to be diverse and affect every part of the game. - [ ] Knockback Blasts -...

enhancement
help wanted
good first issue
item

As @tigleym pointed out in her comment in #68, rustfmt is formatting the code in an unpleasing way in some cases. [example](https://github.com/amethyst/space_shooter_rs/pull/68/files#diff-59d4ae75c92a128f02367d7a7b4de1b5) I believe there is a way to create...

dev-workflow

Currently all formation spawnables are spawned in at once. Let's add the ability for formations' spawnables to be spawned in after a delay rather than all having to be spawned...

enhancement