Refactoring and coffee time!
…AAAAAAAAAAAAAAAAAAH!
So, I figured after some sleep that “if I’ve been using everything as an object, why did I resorted to those ugly globals to keep track of each entity’s state and such? Oh clumsy me from three hours ago, you won’t be forgiven!
Current code -as ugly as it is- is prettier than yesterday and more capable. Or, to say, I’ve added at last all those methods canvasengine didn’t provide. With this new system, everything can interact with every other entity (it could but won’t, because of time constraints).
We have decided to change the winning conditions a little: Instead of doing one action to win the level, y0u can interact as much as you want for ten seconds, and if those decisions add up to the “being alive” motto, well, you succeeded!
Every object/character you use in one way or another will add x points to your score, relatively to the level difficulty an the object itself. We have decided to keep the character variety low: ~10 different entities (animated!).
And that’s all for now; we are going to take a break somewhere where watching above means seeing the sky instead of a white ceiling. Fresh air, here we go! Tell us what you think on twitter: @Numa1988 (the ART) and @Sithdown (code)
P.S: Those are some of the characters @Numa1988 drew in slightly different poses (victory, frightened, dead):


