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hang-the-dj's Introduction

Hang The DJ: The Game

Code to drive a community driven arcade game, built for the beloved Dicken's pub.

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hang-the-dj's Issues

Multiple animations per sprite

It would be nice to have multiple animations within one object. For example: Junior has a few sprites of just the head blinking and looking around. It would be nice to play them on top of the existing walking sprites so we don't need to build out a huge combination of sprites. Investigate a good way to do this generically.

Use animation events instead of timers

Animation events are bomb. We have a few timers to keep track of when a game object is in a certain state, but turns out animations have events that can call out to any method without parameters for the associated game object. Using these means we a) don't have to manage a timer, and b) if we change an animations timing or length, we don't need to sync up the timer length. Look at Goth1 for an examples.

Break up CityHallRoof object in multiple prefabs

Scene: LevelCityHallStation
Game Object: CityHallRoof

Description:
The object contains 6 sets of box colliders (2 for each foot of the roof, for a total of 12). This will be a huge pain if we ever need to move these around. A better alternative would be to break apart the roof sprite into a series of sprites, create two prefabs (one for left facing and one for right facing) that contains the correct colliders, and then overwrite the sprites (since they have different colours) for each instance of the prefab.
We should also investigate if having two box colliders, or combining them into a composite is more efficient.

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