Internal Changelog:
- chest entity: Basically crates, but high def, and fragile
- Add new spawn type for chest
- Add atk modifier for player->chest
- Make crate non-fragile
- Ignore chest for collision check and move with player
Changelog:
- Update player bbox update
- Update hitbox update system to account for player
- Reduce explosion size to allow better chaining behaviour
- Reduce lifetime of destroyed crates
Changelog:
- Add Lifetimer and remove hurtbox on hit
- Still insta-remove on player hit
- Fix adding a component to an entity that already has that component
- Reorder lifetimer update system
Changelog:
- Add function spawn arrow
- Update game system to handle null components
- enough for the arrow to work
- Render arrow, sort of
- Initial implementation, definitely need more work
Since an entity is essentially tied to a manager, put it as a field in
Entity. This means no need to pass entity manager when getting a
component, which is more intuitive.