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3h 24m 4s logged

Dev Log #27
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More things checked of the list today:
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Today I did:

Added gravity flip ability
Added teleport bullets
Added player mission objectives

However, some other things i worked on today are still a work in progress, such as:

Diologue system
Ghost bullets (travel through walls)

Gravity flip works similarily to how slow time works, settings the variable self.gravity_flip to -1 on contact, then multiplying graivty strenght by it, reversing the direction of gravity
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This however made my realign function not work when on the ceiling, so i added to re-align that if gravity_flip was negative, to detect ceiling hit rather than grounded, allowing it to work why gravity was flipped.
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Teleport bullets work by setting a can teleport function to True on contact, then when true, if bullet collidesrect with tile, self.rect of bullet is equal to self.rect of gun. the can tele[port function is then set to false, making the ability only work once as intended.
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Player mission objects are as follows:

Complete level
Complete level in set ammount of time
Complete level with less bullets than provided

This uses lists in a way i have never used them before and looks like this

total_stars = 0
level_stars = [[False, False, False] for _ in range(levels)]

If player completes level, level_stars[Settings.player_level - 1][0] for current player level is set to True.
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If player completes level quickly (complete_time < bonus_time), then …[1] is set to true
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If player reaches has_won game state with a number of bullets lower than the bullet max, then then …[2] is set to True.
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Total stars is incremented by one for each goal completed, and if level_stars[Settings.player_level - 1][1,2 or 3] is already set to true, then the increment is skipped, meaning you can only get 3 stars per level.
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That’s all for now, hope to fix the issues I had today in tomorrows devlog!!

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Comments 1

@Kinza

Great!