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