Beginning Game Programming with Go
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Chapter 7: Weapons and Projectiles
Chapter 7: Weapons and Projectiles
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Technical requirements
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Weapons and projectiles in games
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The cursor: a pointer that follows the mouse
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Screen space versus world space
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Defining the Cursor type
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Updating the cursor each frame
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The timer: a cooldown for the weapon
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Implementing the Timer
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Driving the weapon cooldown with the timer
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Wiring the weapon and pool into the game
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The projectile: layers and spawn logic
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Spawn position and direction
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Rotating the projectile
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Collision: a projectile kills an enemy
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Why the queue must deduplicate
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Walking the queue
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The three removal branches
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Projectile movement and cleanup
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The projectile type and its pool
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The bloody knife weapon
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Constants and data structures
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Running the chapter
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Enemy waves: the spawner and the EnemyManager
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Spawning off-screen
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The enemy node
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Wave timing and escalation
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Summary
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Previous
Chapter 6: Enemy and Collisions
Up next
Chapter 8: UI, Health, XP, and Level Up
In this chapter
Chapter 7: Weapons and Projectiles
Technical requirements
Weapons and projectiles in games
The cursor: a pointer that follows the mouse
The timer: a cooldown for the weapon
The projectile: layers and spawn logic
Collision: a projectile kills an enemy
Projectile movement and cleanup
Enemy waves: the spawner and the EnemyManager
Summary