in the actual codebase, at or near where the feature will be
implemented.
+* "Paths" for patrons to walk on so they don't want through chairs.
-// Highlight the object that you are going to interact with
+* Patrons should have a customizable state machine that allows for
+customizable behavior, without having to change the code.
-Start the actual gameplay system:
- - "Orders" arrive with requirements
- - You visit stations to get the ingredients
- - You build the order
- - You give it to the customer
-
-Automated asset loader for:
- - Textures
- - Fonts
- - Sounds
- - Shaders?
-
-// Draw the cursor on textboxes
holding: Entity_ID;
consume_timeout: f32;
annoy_timeout: f32;
+ walk_speed: f32 = 100.0f;
init :: (use this: ^PatronComponent) {
order_item = random.choice(item_store.items.entries).key;
if state == .Walking_To_Seat do state = .Waiting_To_Place_Order;
if state == .Leaving do entity.flags |= .Dead;
} else {
- delta := Vector2.norm(target_location - entity.pos) * 100;
+ delta := Vector2.norm(target_location - entity.pos) * walk_speed;
entity.pos += delta * dt;
}
}