{"action":"closed","issue":{"url":"https://api.github.com/repos/campadrenalin/tarakotta/issues/2","repository_url":"https://api.github.com/repos/campadrenalin/tarakotta","labels_url":"https://api.github.com/repos/campadrenalin/tarakotta/issues/2/labels{/name}","comments_url":"https://api.github.com/repos/campadrenalin/tarakotta/issues/2/comments","events_url":"https://api.github.com/repos/campadrenalin/tarakotta/issues/2/events","html_url":"https://github.com/campadrenalin/tarakotta/issues/2","id":143673263,"number":2,"title":"Towers: fire bullets with motion prediction","user":{"login":"campadrenalin","id":289492,"avatar_url":"https://avatars.githubusercontent.com/u/289492?v=3","gravatar_id":"","url":"https://api.github.com/users/campadrenalin","html_url":"https://github.com/campadrenalin","followers_url":"https://api.github.com/users/campadrenalin/followers","following_url":"https://api.github.com/users/campadrenalin/following{/other_user}","gists_url":"https://api.github.com/users/campadrenalin/gists{/gist_id}","starred_url":"https://api.github.com/users/campadrenalin/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/campadrenalin/subscriptions","organizations_url":"https://api.github.com/users/campadrenalin/orgs","repos_url":"https://api.github.com/users/campadrenalin/repos","events_url":"https://api.github.com/users/campadrenalin/events{/privacy}","received_events_url":"https://api.github.com/users/campadrenalin/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/campadrenalin/tarakotta/labels/enhancement","name":"enhancement","color":"84b6eb"},{"url":"https://api.github.com/repos/campadrenalin/tarakotta/labels/physics","name":"physics","color":"fbca04"}],"state":"closed","locked":false,"assignee":null,"milestone":null,"comments":0,"created_at":"2016-03-26T07:12:33Z","updated_at":"2016-03-27T07:20:41Z","closed_at":"2016-03-27T07:20:41Z","body":"A tower should sweep back and forth using a sine wave driven by time. We start out at t = 0, firing directly at the player's current position. As we approach a quarter rotation in t, we start adding a positive scale factor of the player's velocity to the position we're firing at. But this also will sweep back, and then negative, and neutral again, in a loop.\r\n\r\nThe goal is to increase the threat posed by towers, add a little variety, and discourage \"drifting\", the strategy where you let bullets push you out of the way of more bullets, draining a tower by not touching the keyboard."}}