small changes
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slides.tex
10
slides.tex
@ -86,8 +86,11 @@ And no, don't "just start programming because the architecture will solve itself
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\begin{frame}[allowframebreaks, fragile]{Spaghetti, an example}
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\begin{frame}[allowframebreaks, fragile]{Spaghetti, an example}
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\begin{itemize}
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\begin{itemize}
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\item Original Ticket:\enquote{attackspeed stat needs reimplementation}
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\item Original Ticket:\enquote{attackspeed stat needs reimplementation}
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\item Step one, make it so Stateffects are not hardcoded in Engine
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\framebreak
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\framebreak
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Step one, make it so Stateffects are not hardcoded in Engine
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\begin{minted}[linenos,autogobble,samepage=false,breaklines]{c++}
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\begin{minted}[linenos,autogobble,samepage=false,breaklines]{c++}
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void chickengame::pickupables::movementSpeedEffect(Entity* player)
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void chickengame::pickupables::movementSpeedEffect(Entity* player)
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{
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{
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@ -97,7 +100,8 @@ void chickengame::pickupables::movementSpeedEffect(Entity* player)
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\framebreak
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\framebreak
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\item Step two \dots uh oh how do i manage a stateffects life cycle?
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Step two \dots uh oh how do i manage a stateffects life cycle?
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\begin{minted}[linenos,autogobble,samepage=false,breaklines]{c++}
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\begin{minted}[linenos,autogobble,samepage=false,breaklines]{c++}
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void StatEffectsComponent::update()
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void StatEffectsComponent::update()
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{
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{
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@ -121,7 +125,7 @@ void StatEffectsComponent::modifyStatDur(Stats stat, int duration, int value)
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\framebreak
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\framebreak
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\item Step three \dots oh no why are stat numbers hardcoded in the engine?
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Step three \dots oh no why are stat types hardcoded in the engine?
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\begin{minted}[linenos,autogobble,samepage=false,breaklines]{c++}
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\begin{minted}[linenos,autogobble,samepage=false,breaklines]{c++}
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void StatEffectsComponent::modifyStatValue(Stats stat, int modifier)
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void StatEffectsComponent::modifyStatValue(Stats stat, int modifier)
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