This is a test project and will be updated periodically when I have time.

It's early work on a Robotron style game. 

There is no ending. The games loops at the end of the 12th level. Some different  mobs are randomly spawned at the beginning of each level.

Levels end when the goal is met. This is either "kill all" (you know what to do) OR "save all" (walk into the fingers pointing up <- in ASL this is a classifier for a person).

Keyboard (*not optimized/recommended):

WASD to shoot

Arrow keys to move

"F" to dash

"G" to teleport/rewind(?)

Controller (Xbox controller):

"X" to dash

"Y" to teleport/rewind(?)

Left stick to move

Right stick to shoot


Enemies (just a list):

chasin' goblin (1)

Chases the player in a step-wise fashion (i.e. move either along the x-axis or y-axis during each program loop). A single sprite is flipped for animation. Sprite has no head because I have no love for goblins.

CL-car (2)

Moves from left to right. Every time it goes off screen there is a chance it will change it's Y-coordinate to that of the player. This assures the player can't stay in one place and be safe. CL-car is short for "classifier of a car" in American Sign Language (ASL). Cars are depicted using that handshape in ASL. This is a second language for me and a big part of my life.

bug (3)

This is my attempt at using trigonometry to make a virus fly around like a bug. I tried to make it look like COVID. A single sprite is flipped for animation, but is based on a pseudorandom number generator for a "buzzing" effect.

kienzany (4)

Trigonometry based movement that allows for smooth movement at any angle. This always tries to take the shortest path to the player. I took inspiration for this from a show I watched as a kid.

eyeball (5)

The underlying mechanics for this is that there are three points. One point chases the player and a 2nd point revolves around the 1st point. A 3rd point references the 2nd point and changes where the pupil is looking. I was experimenting what I could animate using trigonometry.

angry donut (6)

Upon colliding with a wall, it calculates the trajectory it needs to hit the player at that moment. No recalculations until the next wall collision.

UFK (7)

This is similar CL-car, but it flies along a sine wave and periodically shoots at the player.

something (8)

This took time to animate (only math and logic) and work out the most efficient collision detection method for the laser blast. This enemy moves randomly in a straight line at a constant speed (trig-based) and periodically stops to charge a laser before firing. It calculates the angle between the player and itself ONLY at the moment it stops moving. I feel this gives the player a fair chance to dodge.

rando (9)

After I made "something", I repurposed part of the movement code to make this. It's the same thing, but with no laser, pauses, and doesn't actively seek the player.

nonagon (10)

This is the first non-sprite based enemy. This is animated using math.  Many points are plotted and connected via lines. There are two nonagons (i.e. nine sided shapes). The more open star is the base and the closed star chases the player.  It's strange because the closed star accelerates towards the player and stops. I decided that the space between the two nonagons is lethal to the player, which is effectively a barrier to movement.

rnd burst (11)

I wanted some static enemies that added to the chaos. This fills that purpose. There is a countdown after which bullets are fired in all directions.

nuisance (12)

These guys can teleport next to the player and fire a blast that can knock the player back based on the trajectory of the blast. After firing a blast, it teleports away until the next attack.

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