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3h 17m 27s logged

Ok this is the last one and it’s a big one. The game is actually a game now.

First I rewrote the hitboxes. Everything has a real hitbox now, circles, rectangles and triangles. Circles and rectangles were pretty doable but triangles were a pain, so for those I used the Separating Axis Theorem (basically if you can find a line between 2 shapes they don’t touch). Every hit gives back which way to push and how deep they’re inside each other, whait wha-, holdup, I didn’t just say that and uhm the push is split by mass so a bird doesn’t just shove a whole tower away.

Then for the physics I added some stuff like:

Stuff can stand on stuff without sinking or jittering
Balls, pigs and the bird roll (and the image actually rotates)
Rolling friction so they stop eventually
Everything takes damage based on how hard it got hit
Blocks and pigs get more and more broken images until they just despawn

Then for the fancy pantsy parts:
A slingshot with rubber bands that stretch while you aim
Birds waiting in line doing little hops, and they jump onto the slingshot when it’s their turn (this is so cool)
Pigs (small, medium, large, helmet, mustache and king) A score with stars and an end screen
Levels in json so I can build towers without touching the code, or employ claude to write levels for me hehehe.

Oh and fun fact, evalXML rebuilds the whole construction every time you call it. With every block having 4 images, loading a level took forever. So now everything gets queued and added in one go. But it still takes like 30s to load the game.

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