rendered an enemy bot on screen on a fixed position
Logic for bot death
bots explode
when bot1 explodes, new bot renders on screen in new place
Change spaces and code writing style
Create random number for each bot and abstracted logic of creating a bot to a only a single function
Make bot function handles argument to specify different positions and rotation
bot respawns. first player tells new player where bots are
update
temporarily removed moon. added hook function on ship if bot...bot moves
put moon back. bot flies with no errors. changed unhook function...need to fix when done with AI implementaion
reverted back to regular hook function. created game.lastBotCallBack for unhook function. uncommented player controls. TARGET PRACTCE
bot velocity based off distance of playercontroller
[WIP] Adding lightsource to ship's thruster(s)
bot rotates at player. bot gets confused when player moves. add s.BotHud... may need to delete
deleted s.BotHud from files and from grunt.coffee
refactored code to make more readable and to get rid of extraneous stuff
bot follows you
bot no longer oscillates
Relocated player construction to s.Player to handle lighting and engine trail