openquell/TODO.md

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2024-02-06 15:26:20 +01:00
## Levels:
- ignore comments in lvl files
2024-02-26 14:43:03 +01:00
- Grid Observer:
https://github.com/mlange-42/arche/issues/374
2024-02-18 18:19:34 +01:00
2024-02-26 14:43:03 +01:00
- Add shaders for animation (player destruction etc)
2024-03-01 14:08:35 +01:00
- Start New game starts with last played level, better add a Resume
Game menu item for this and use Start New always for level 1.
- for finding caller:
pc := make([]uintptr, 10)
n := runtime.Callers(0, pc)
pc = pc[:n]
fs := runtime.CallersFrames(pc)
source, _ := fs.Next()
source, _ = fs.Next()
source, _ = fs.Next()
slog.Debug("get observer", "minmoves", observer.LevelScore,
"file", source.File, "line", source.Line)
- Turn menu button in hud_system (events in level_scene!) into ebitenui button
- Obstacle don't stop at collectibles
2024-03-16 18:50:24 +01:00
- Player can collect collectible hidden under obstacle (should be
fixed when above is fixed)
2024-03-22 19:02:52 +01:00
- Get rid of particle system, rather add an animation component, which
determines if an animation must be played according to LDTK entity
settings. Say, something like a boolean value "DetonateAfterHit", if
true, we load the sprites specified in the string value
"AnimationSpritesPattern", where we could have something like
"collectible-detonating*.png" or we could use an animation map and
specify a list of coordinates, etcpp.
- Part I of the above: DONE.
- Part II:
- grid/grid.go:
- add Animation component to mappers
- check if the tile has tile.AnimateOnDestruct (or any other
triggers) set and configure animation compontent accordingly
- check if the tile has tile.AnimationSpriteSheet, assign to Animation.Tiles[]
- do it for any entity not just collectible so that any entity can have an animation
- rename Animation.Tiles to Sprites
- change animation_system to use this stuff instead of any hardcoded values.
## Collider Rework [abandoned: see branch collider-system, fails]
- do not use the map anymore for collision detection
2024-02-26 14:43:03 +01:00
- central collision_system
- add Collider component with callback funcs to call on certain events
- callback types:
- rect intersect (== future collision)
- collision resolve (set new position)
- pass over foreign rect (to e.g. change sprite while flying over sprite)
- pass over done (switch sprite)
- check for all moving objects against non-moving ones like moving
obstacle, player, bullet, laser
- check if executing callbacks within query loop is allowed
- callback function needs to be able to modify other components, so
possibly use observers for them, e.g.:
Collider.IntersectResolve => func(newpos) {player.pos = newpos; player.vel = stop}
- in the end it must be possible to add new entities without the need
to write a collision check for them, but have collision detection anyway!