Re: timer
I'll grant you that. My usual solution (which does not work here) is an object representing what states can do--geometric changes, attack details, changes in velocity, etc--and once the basic rules are coded, the majority of the work becomes making new states and adding them to a dict/HashMap/whatever the language in question calls it.
Discovering this was a pretty big breakthrough in my game development attempts. Then I started pulling back and if-elsing everything because I keep getting stuck after writing the skeletal class structure because my brain apparently really hates recreating physics. (*Opens a new tab to try and study ODE again*)
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