Closed captainvera closed 6 years ago
Refer to #13 to see what things are necessary.
I suggest: abstracting phases and phase switching. Phase switching can be movement, animations, etc
Not going to be done. Boss is being implemented with behaviour trees which make this impossible (?) at least for now.
Boss System - First Iteration
Every (most) Boss shares a common core set of systems. From different phases to attack abstractions there is a LOT of behavior we can abstract to make the implementation of bosses much easier <-- This is the goal, not making some fancy architecture (Although these are normally in tandem).
Basic Proposal
all class names subject to change
There should be a base Boss Class (interface) that serves as a data structure with relevant controlling values:
It can/should also have the necessary components to create any boss (hitbox, model/sprite, (maybe) particles ) They don't need to be used, but if they're there they can be easily used by the subclasses.
Note
Things like the abstract basic boss loop can be just loops with empty methods that are implemented in the sub-classes.
@jcvicente Since you handled the Demo's Boss construction, I suggest you handle this. The proposed framework is still very barebones, please improve it and document your proposals using this issue.