Various optimizations; made healer enemies explode after a while

This commit is contained in:
Anuken
2017-12-10 15:06:33 -05:00
parent 9f70290c69
commit 347cae23e5
18 changed files with 118 additions and 73 deletions

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@@ -3,8 +3,8 @@ _Keep in mind that this is just a basic outline of planned features, and will be
### 3.0 Release
- New tutorial with the power blocks
- New SFX for specific blocks, especially turrets
- Block drawing layers. Refactor/remove `Block#drawOver()`, add `Layer` enum. Should fix 'glitchy' lasers and conveyor clipping
- Balance nuclear reactor, improve effectiveness as they are currently underpowered
- [DONE] Block drawing layers. Refactor/remove `Block#drawOver()`, add `Layer` enum. Should fix 'glitchy' lasers and conveyor clipping
- [DONE] Balance nuclear reactor, improve effectiveness as they are currently underpowered
- Make generation frame independent
- Investigate issue #5 (enemies stuck in blocks)
- Faster mech movement, possibly with a "boost" key
@@ -52,4 +52,7 @@ _Keep in mind that this is just a basic outline of planned features, and will be
- Optimize generator laser distribution, especially finding targets
- Optimize UI
- Check memory usage and GC, profile
- Optimize health bars and enemies in general
- Make drawing of enemies more efficient (don't call `flush()`?)
- Look into `NodeRecord` storage for pathfinder, since it's taking 2MB+ of memory!