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old_comments.rs
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// store the results in a queue
// pass the first result to the entity and have them animate
// -- approach
// -- swing to contact
// -- follow through swing
// -- reduce hp
// -- animate hit recovery
// -- floating numbers
// -- query queue for next result
// -- swing to contact
// -- reduce hp
// -- animate hit recovery
// -- floating numbers
// -- follow through swing
// -- return to spot
// -- pass turn
//
// Entities have:
// current action result processing (if any)
// when an action result is passed, start animating
// - push to a queue of animations (move, swing to hit [damage here], follow through, recover, return)
// - animations have an on_finish which can trigger animations on other entities, interrupting
// their current hit recovery animation if any (getting hit before hit recovery animation finishes). Trigger
// the on_finish for that animation (floating numbers, combat log entry)
// - if take damage while in an action animation, just reduce the hp and show the floating
// numbers
// - if die while in an action animation, show floating numbers and, play the death animation in place
// - entities can not select (or execute) a new action until their animaton queues are finished
//