Animating so players know how far blasts reach

Well, to do that simple task I had to make a lot of painful architectural considerations.


I ended up choosing to freeze the game loop (no game state updates from entities, no UI input considered), give commands that had animations as much as they wanted to update state and call the main draw function, then call any game state-updating callbacks before returning to “normal”.

So, I could accomodate a blast command that animated the blast, then removed the characters it destroyed instead of before.

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