Groworld: plants added, better worms

I’ve slowed the worms down a great deal (although I’m not sure how fast they move from a plant’s perspective, something to mull over) and added the pluggable plants code.

I’ve also been structuring the code a bit to fit in with what I think is a model-view-controller framework, (note: without the business logic!) which seems like a good way to break games into scalable chunks you don’t get as lost trying to figure out, when things start getting more complex.

As usual, the code is here.

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