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Enemy targeting, priorities, range checking #11

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fira opened this issue Mar 6, 2012 · 0 comments
Open

Enemy targeting, priorities, range checking #11

fira opened this issue Mar 6, 2012 · 0 comments

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@fira
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fira commented Mar 6, 2012

This might require rewriting some of the map function
Suggest use of tower/enemy pair checkings (although this means doing n*m checks per frame!)
This also means the engine needs a way to track the active towers and enemies (this currently is hardcoded in main.c for testing) - maybe with it's associated type & subsystem

@fira fira mentioned this issue Mar 6, 2012
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