openquell/TODO.md

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2024-02-06 15:26:20 +01:00
## Levels:
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- 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
2024-04-04 18:45:29 +02:00
- Add player idle animation
- Add player collision animation
- Create pixel art ui elements (button, list things) and ui borders/backgrounds
2024-04-06 19:07:50 +02:00
- Modify font and font color matching the palette
2024-04-04 18:45:29 +02:00
- Replace HUD with pixel art variant
2024-04-08 14:51:16 +02:00
- On game start respond to any key (ebitengine-input has an anykey func)
2024-04-04 18:45:29 +02:00
- Switch to use https://github.com/quasilyte/ebitengine-input
- Add drag support: point and hold on the player, move cursor in some
direction and let the player start moving on release. Respond to
mouse and touch pad. See ~/tmp/ebiten/examples/drag/.
- Add options scene (mouse, player speed, sound options etc)
- Add save to disk feature including settings and player
accomplishements (FIXME: find the lib, asked in Discord)
2024-04-08 14:51:16 +02:00
- Add coded animated background like in https://github.com/tinne26/bindless/tree/main/src/misc/background
- Rework sprites (again!) to match stellar background: maybe more
technical tiles and items? Like some robotic setup?
- Fix collision snapin: sometimes, when an entity moves to the right
or south (NOT left or north!) it snaps in visibly, so a short wobble
can be seen.
2024-04-08 14:52:55 +02:00
- Rework animation system: since it is impossible to assign multiple
animation types to an entity via LDTK, hard code it in Tiles. Keep
implementation though. CAUTION: last time I changed this, the
collectible detonation didn't work anymore!
2024-04-08 14:51:16 +02:00
## Collider Rework [abandoned: see branch collider-system, fails]
- do not use the map anymore for collision detection
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- 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!