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Release brackeys submission #1
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with bevy-parallax
- The player is (atm) centered
bevy_rapier2d 0.20 changed `debug-render` by `debug-render-2d`
- New Character Structure - Add Requirements in the README.md
…lusion they stay still
…d mvoe with background (merge feature-crowd-generation into develop)
…feature-soul-shift' into develop
…nds to make double swing
…h 'feature-player-abilities' into develop
(Sometimes) Trigger SoulShifting Twice Maybe: Remove the SoulShifting Component - New spritesheet !! - last death frame does not have FX - Soul Shift - is now handle by event - the player death is now handle in `player` - aggression - Invulnerability - Prevent from being One Tap - Cooldown - Intersection of sensor (attack hitbox and character hitbox) - when <= 0hp soulShift - player - final death - TODO: New y z position to new player - camera - "smooth" transition camera when swapping
…'feature-ui' into develop
- (non?)operational system ordering - no more: one billion events sended
- disable the buggy function `attack_collision` - enable punishing the player by pressing `Space`
- now just take the first BossAttack Dmg - characters::npcs::boss::mod - Smash 'Perfect Hitbox' - Fallen Angel 'Perfect Hitbox'
- Bonus: UI is now black (on the white sky) - The Player has their own hitbox_activation now (depending on their own attack) - The Boss now activates only the hitbox matching the attack launch
Timer with timer
- Check in The SoulShift event if the requested soul shifting entity is valid Valid = Is a Player, still not have DeadBody, isn't in a soul shift period, and not a newly player with still the CrowdMember Component
to fit the black background the fullscreen gives us
- README - Assets' credits - Check some of the requirements - dev's credit
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The exact Build (+some TODOs and a updated README and the version 0.2)