Chapter 10: Weapon Upgrade UI, Additional Weapons, and a Survival Timer

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Technical requirements

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Centralizing weapon stats in WeaponManager

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Threading the manager through the weapon interface

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Reading multipliers inside each weapon

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The Flying Axe: a spinning projectile weapon

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Mounting all four weapons

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The upgrade flow and pausing the world

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An exponential XP curve

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Modeling upgrades: options, factories, and random sampling

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From options to HUD choices

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The HUD: panels, input, and overlays

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The upgrade panel and stable icons

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Drawing gameplay versus the upgrade screen

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The survival timer and game over

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Restarting from the game-over screen

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Running the chapter

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Summary

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