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-rw-r--r--src/main.zig13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/main.zig b/src/main.zig
index 0d7eb86..75f3782 100644
--- a/src/main.zig
+++ b/src/main.zig
@@ -16,9 +16,9 @@ const edit = debug and false;
var screen_width: i32 = 1280;
var screen_height: i32 = 720;
-const image_assets = [_][]const u8{
- "",
-};
+// TODO: ideas for the future (after hackathon)
+// "Heat system" (shooting lazers increases heat, heat decreases over time, if heat is too high, CPU throttles)
+// "Cooling system" some way to have CPUs that are more resistant to heat
pub fn main() anyerror!void {
// Initialization
@@ -207,13 +207,14 @@ const Instruction = struct {
const Opcode = union(enum) {
noop, // does nothing
sleep: f32, // Slows enemies (multiplier of enemy speed, 0.5-0.9 randomized)
- prefetch: f32, // Deals more damage (multiplier of cache size, 1.5-2 randomized)
- overclock: f32, // Faster firerate (multiplier of clock speed, 1.1-1.5 randomized)
+ prefetch: f32, // Larger radius (multiplier of cache size, 1.5-2 randomized)
+ overclock: f32, // Deals more damage (multiplier of bus width, 1.5-2 randomized)
+ // // overclock: f32, // Faster firerate (multiplier of clock speed, 1.1-1.5 randomized)
};
};
const Cpu = struct {
- clock_speed: f32 = 1, // Fire rate, every how many seconds to fire
+ // clock_speed: f32 = 1, // Fire rate, every how many seconds to fire
bus_width: f32 = 1, // Bus width, damage dealt
cache_size: f32 = 1.5, // Cache size, range (distance for attack)
debugs: u32 = 0, // How many bugs were killed