February 3rd: Conditional

Pretty good day. I realized that there was a common thread between a whole lot of different entity behaviors, which was the conditional check, looking to see whether a set of different flags were set in the entity status and then either doing a thing or not depending. I separated that out into its own class, which let me simplify a couple of others, and then created a TendrilImpulse class which adds a velocity impulse to the tendrils if the conditions are met, so I can animate motion based on the character turning or any situation like that, where there’s a large motion in the animation that isn’t reflected in the movement of the character entity itself.

I’d also like a similar system for changing what layer tendrils draw on, but that may be a bit more complex. It’s a low priority though, since it probably won’t be that visible if it’s imperfect.


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What is the nature of your problem? Can we modify the nature of your problem? Can your problem be touched? Eaten? May we eat your problem for you? May we eat your soul for you? Would you like a replacement problem? We make problems. We eat souls. We crap solutions. We are Problem Machine.
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