You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Abstract out collision events for enemies into CollideHorizontally(point) and CollideVertically(point) to make the code DRY. Currently Goombas and Koopas end up doing the same logic for determine collision types
Make the camera no longer allow the player to go backwards. This is expected behaviour based off the original game.
Convert any existing foreach checks into Linq style checks for collision
Look into the possibility of extracting collision logic into ActorController
Move currentInvulnerabilityDuration into FixedUpdate instead of Update
CollideHorizontally(point)andCollideVertically(point)to make the code DRY. Currently Goombas and Koopas end up doing the same logic for determine collision types