New movement
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Similar to the last post, this is about updating the enemy more and bring new stuff to the table for it.
Although, chaotic and quite hard to get used to initially, the new movement I have implemented for the enemy isn’t terribly hard to understand. It’s a cosine function along the X axis while the Y is sped up for movement.
Using a random value in the OnEnable call, the enemy gets assigned a value. If the value is greater than 0.65 it gets this new movement otherwise it’s just the normal movement. The new movement that I decided to go with was this. It’s quite a challenge to get used to once you haven’t had anything like this before. There does need to be a lot of fine tuning with this but the idea of a wave like motion is fun.
Not much more to add here, so on to the next.