We will focus on Binary Compounds, which are the simplest form of weaponry in the game.
Steps to completion:
Create parent class BinaryAtom which contains the generic functionality and generic fields such as speed, damage, and size.
Add a constructor to BinaryAtom which allows these fields to be set.
In createPowerup(), add the different types of BinaryAtom to the switch statement, each with their own field values as defined in GLOBAL. No need to create individual classes for each sub-compound because they do not differ in behavior, only the values of the fields.
Integrate with current GameObject movement system as well as the Health system to subtract health from players that it touches.
From @dbqeo on July 2, 2018 19:44
See the doc for more details.
We will focus on Binary Compounds, which are the simplest form of weaponry in the game.
Steps to completion:
Copied from original issue: dbqeo/AtomBlast.io#5