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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.