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e20bb1538e
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1c281a8526
14
slides.tex
14
slides.tex
@ -83,15 +83,11 @@ Realization: doing it right the first time is better than fixing it later.
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And no, don't "just start programming because the architecture will solve itself later"
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\end{frame}
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\section{Learnings}
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\begin{frame}[allowframebreaks, fragile]{Spaghetti, an example}
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\begin{itemize}
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\item Original Ticket: \enquote{Attack speed 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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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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void chickengame::pickupables::movementSpeedEffect(Entity* player)
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{
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@ -101,8 +97,7 @@ void chickengame::pickupables::movementSpeedEffect(Entity* player)
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\framebreak
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Step two \dots uh oh how do i manage a stateffects life cycle?
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\item 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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void StatEffectsComponent::update()
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{
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@ -126,7 +121,7 @@ void StatEffectsComponent::modifyStatDur(Stats stat, int duration, int value)
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\framebreak
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Step three \dots oh no why are stat types hardcoded in the engine?
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\item Step three \dots oh no why are stat numbers hardcoded in the engine?
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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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@ -157,6 +152,7 @@ void chickengame::pickupables::movementSpeedEffect(Entity* player)
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\end{minted}
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\end{frame}
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\section{Learnings}
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\subsection{Project environment}
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\begin{frame}{Baby's first \texttt{CMakeLists.txt}}
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