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License: Apache License 2.0
Storing a pointer casted to a felt inside a dictionary seems to pose a problem to cairo-rs (lambdaclass/cairo-vm#679).
Shoshin current code makes use of this operation in order to store the binary tree operators of each agent, which prevents it from being ran with cairo-rs.
Currently all attack moves incur the same damage and have the same hitbox shape & position.
Currently, body being in block state regenerates stamina; blocking an opponent's attack does not affect stamina. I propose:
The action hitbox dimension and position for every offensive/defensive move for each character type (Jessica / Antoc) can be improved to match the corresponding sprites.
Jessica's upswing action hitbox (red rectangle above) should be taller, narrower, and originate from closer to the ground.
Note that we are currently compromising by using a single rectangle hitbox for every action. In the future we should use variable amounts of variedly-sized rectangles to approximate the shape of actions and bodies much more accurately, similar to what Skullgirls did:
Differentiate between these moves in terms of # of active frames, damage, hitbox shapes etc.
Implement Forward Step for Antoc, with the correct hitbox dimension and position.
Having to do PRs for each whitelist is cumbersome for the user since they have to wait for a redeploy.
Intuitively, the block would require start up frames, but once started up, the block should remain active. Right now, even when the intent remains in block indefinitely, the body would cycle through the start up, active, and recovery frames, and return to start up. This violates the convention of fighting games.
Either prevent X on agent select is disabled during fights or we can disable clicking X it all together
This allows combo by linking attacks together without having to interleave movement.
We should figure out why this is by trying to whitelist a fresh wallet ourselves.
so that naive attack smashing won't hit forever.
This allows:
Dashing is a multi frame move however if we switch our intent we can cancel the dash before we reach the final frame. This effects both Antoc and Jessica.
https://github.com/topology-gg/shoshin/blob/main/8-zed/contracts/body/body_antoc.cairo#L356-L367
Roll & Double Jump & Air Dash
Maybe make Antoc move slower, and make moves consume more stamina; compensate by boosting attack damage.
As shown in the following footage, blocking an opponent's attack when two bodies are in contact will fail. The action hitbox of block needs to be nudged a bit towards the player's own body.
right now in real time mode, walking left and right feels like walking on ice ie low friction and slow to change direction. It would improve real time mode player experience to make changing direction more instant and accelerate quicker.
This paves the road to air juggle.
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