Enemies: fatman bat swordsman mage Bunny
o -m- M Oi H
Items: money chest
$ /y\
Obstacles: spikes lava teleporter
VV ~~ :::: or ....
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# p #### iO #
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Enemies:
...
... . .
o : O : : O : Shoots in an aoe around
m xMx Melee, runs at you and slashes (turns big)
Oi iO Mage, shoots --] or [-- or (-- or --)
/m\ -m- \m/ Bat, flies in lines
H Bunny, Bounces up and down
- H
- - H
- =
GROUND
in use active inactive
;;;;; ::::: .....
;;;;; ::::: ..... Teleporter
;;;;; ::::: .....
XX XX
p q Player, shoots > or < or slashes pXX or XXq
Upgrades:
Higher jump
Upgrade 0 1 2 3
(blocks) 3 4 5 6
Larger projectiles
Upgrade 0 1 2 3
> > > >
> > >
> >
>
Bonus Gold from $
Upgrade 0 1 2 3
+0% +25% +50% +100%
Slow time powerup
Upgrade 0 1 2 3
0s 3s 5s 8s
Shield (regenerates over time)
Upgrade 0 1 2 3
p (p) [p] {p}
$ gold : used to buy upgrades
/y\ chest, closed
/Y\ chest, open
|<| arrow shooter, shoots <-
# key to chest
~~~~~~~~~~~~~~~~ lava
VVVVVVVVVVVVVVVVVVVVVV spikes (ground/sky)
invisible trap, triggers <--- arrows going across screen
<---
Entity
- position {x,y}
- ai_type (bat,mage,etc.)
- current_action
Bunny: bouncing/jumping Fatman: Firing - action_frame
- faceDir
- moveDir
- shield_count
- isMoving
Physics
- if moving, move in direction we’re moving
- Check for collisions with projectiles, act accordingly
- Check for collisions with GameObjects, act accordingly
Player (built off entity)
- Upgrades
- projectile_count
Game
- current_level
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| +++ |
| +++++++ |
| +++ +++++ ++++++++++++++++++++++++++++++++++++++++++++++++ |
| +++++ ++ ++++++ ++++++ +++++ |
| ++ ++++ +++++ Level 4 - Some Level name +++++ ++++ ++ |
| +++++ +++ +++ +++++ |
| +++++++ Gold: Keys: +++++++ |
|++++++++++++ ++++++++++++|
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