Skip to content

MortimerSnerd/stellarfortification

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

42 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

What is it?

Playing around with the Lobster language

Cloning the Star Castle arcade game as a way to give direction while learning the language.

that's not good

So far, I've found Lobster to be a pretty fun language to play around in. I'm probably not using HOF as much as the language allows, but I can always review the code at the end and see if I missed any oportunities to make the code more clear.

It is surprising how tangled the state can get for such a simple game.

Running

You'll need the lobster compiler/interpreter itself, which you can get here

Then just run:

	lobster sfort.lobster

Controls

A and D to turn, W to go forward, and Space to fire. Escape quits. P pauses.

Status

All the pieces are there. The cannon and sparks are implemented, and things get more hectic the more times you kill the cannon. There's a banner and game over screen now too.

The main thing left is reviewing the code. I know there's some sloppy state handling that's caused most of the final bugs, especially around state changes. And I suspect there's some boilerplate that can be cleaned up by making better use of Lobster's features.

About

Playing with Lobster language.

Topics

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published