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Create Bosses #3

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jaygarcia opened this issue Oct 23, 2020 · 0 comments
Open
2 of 9 tasks

Create Bosses #3

jaygarcia opened this issue Oct 23, 2020 · 0 comments

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@jaygarcia
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jaygarcia commented Oct 23, 2020

  • Bosses Render
  • Bosses Move
  • Bosses Shoot EBullets
  • Bosses receive damage upon collision of PBullet and Blink for one Frame (Or flash white)
  • Bosses Explode upon Death
  • After death animation, the "prepare for next level" state begins
  • Bosses follow Attack/Evade/Seek logic per (original source - Object, Enemy)
  • Bosses death counts up the "Death count" to change levels & difficulty
  • Bosses Movements are faster, have larger health as Game::Level() increases (see original Boss source code)

Notes

  • Bosses should render via GBossProcess.cpp GBossSprite.cpp <- GVectorSprite.cpp
  • GVectorSprite does the drawing and "Explode" logic
  • Explode logic is stubbed thought not used yet
  • See GEnemySprite for how Bosses should be initialized
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