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Move collision merge attack #33
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Added code looks clean and code follows Clean Architecture and SOLID principles. Great job with your documentation in Attack.java. It made it significantly easier to understand the functionality of each function. Small note, I think there is some commented out code in the MeleeEnemy.java file that should be removed. Overall great job!
private void enemyMovement() { //In order to update current enemy location must update absXenemy. | ||
distance = Math.sqrt((Math.pow((gamePanel.player.getAbsXPlayer() - xEnemy - spawnX + 1896),2) + Math.pow((gamePanel.player.getAbsYPlayer() - yEnemy -spawnY + 1046), 2))); | ||
if (distance < 600 & distance > 110) { |
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This is the code block that I was referring to in my previous comment. This chunk of commented out code should be removed.
//TODO: Abu | ||
// - Remove Player from gamePanel | ||
// - Implement CLEAN way of changing velocity following SOLID PRINCIPLES |
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I think these TODOs are very helpful in making sure everyone know what they need to focus on. I think we should make this a standard if possible.
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I like the comments on the Attack class code, makes it easier to follow the methods that you have written and we should make this a standard for the rest of the use cases.
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Super cool! The animations are amazing. I admire the separation of policies from the details of your code implementation. You could improve that further in future by increasing more cohesion with the commonalities between the different types of enemies. Great job, overall!
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SORRYYY PLEASE ADD MORE REVIEWS CAUSE I ACCIDENTALLY COMMITTED STUFF I SHOULDNT HAVEEE!!!! ITS STILL THE SAME AS BEFORE THE LAST COMMIT. YALLS CAN JUST LEAVE THE SAME REVIEW COMMENT FROM THE LAST ONE |
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I like the comments on the Attack class code, makes it easier to follow the methods that you have written and we should make this a standard for the rest of the use cases. I forgive you for accidentally committing :)
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Super cool! The animations are amazing. I admire the separation of policies from the details of your code implementation. You could improve that further in future by increasing more cohesion with the commonalities between the different types of enemies. Great job, overall!
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This is not done. There are still some methods that need to be updated after the other use cases get implemented. |
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