## Levels: - Add shaders for animation (player destruction etc) - 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 - Player can collect collectible hidden under obstacle (should be fixed when above is fixed) - Add player idle animation - Add player collision animation - Create pixel art ui elements (button, list things) and ui borders/backgrounds - Modify font and font color matching the palette - Replace HUD with pixel art variant - On game start respond to any key (ebitengine-input has an anykey func) - 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) - 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. ## Collider Rework [abandoned: see branch collider-system, fails] - do not use the map anymore for collision detection - 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!