Thank you!
And same! In one of the final updates I did add that predictable enemies will face the next direction they'll go to. I sadly didn't have time to program in a way to see which way they will face before being spawned - however, cause I might as well:
Which way an enemy will face is mainly relevant for yellow enemies, and their facing rotation follows this logic:
- Check which axis is the longest distance for this enemy - up-down or left-right.
- In case of a tie, I believe it'll prioritize left-right
- For that axis, check which direction has the most tiles before reaching the border of the level - the enemy will then face that way, and travel that way.
- In case of a tie, I believe it'll prioritize up and left.