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pyscript/examples/mario/js/outline.txt
Mariana Meireles a9470ed9c1 Move tests, create makefile action to run tests on examples (#433)
* Move tests, create makefile action to run tests on examples

* Correct import file for html files

* Build environment for tests

* Fix the CI

* rearrange CI

* fix find cmd and make sure we don't delete the folder implicitly

* more rearranging

* fix folder permissions and custom sed for subfolders

* add toga wheels files

* re-add missing file

* mirror latest changes in alpha ci

* fix find cmd

* try different fix for find

* remove redundant build

Co-authored-by: mariana <marianameireles@protonmail.com>
Co-authored-by: pww217 <pwilson@anaconda.com>
Co-authored-by: Fabio Pliger <fabio.pliger@gmail.com>
2022-05-26 16:31:38 -05:00

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Enemy:
#collideWith
checks collision. Bounces off of walls and other enemies. Kills marios.
gets killed by block bonk from below
Specific enemy behaviors:
koopas get replaced with shells
shells get kicked if touched from the side, instead of killing
Mario:
#collideWith
gets expelled from walls, bonks blocks, destroys blocks as big Mario
note: collision with blocks is determined by which one is over the center
if you're slightly to the side, you slip past it.
Crazy-ass sprite shifting if you're in star mode!
Item
#collideWith
item pickup logic
Mushroom
#update
movement logic for mushrooms
get impulse from being block bonked
this can be implemented by giving them the appropriate accel
just if they overlap a block from the bottom.
of course, only AFTER they finish sliding out of the block.
Water levels:
make a separate class for water Marios
less gravity
swimming sprite
fireballs are the same
jump works when not on the ground
different enemies
TODO: Make level loader use hashes instead of arrays where possible.
Should be a free performance gain.
Should also make item deletion less weird.
TODO: Make gravity exist higher up instead of having a magic number.
Note from the future: Nope. Different objects have different gravity.