openquell/TODO.md

2.5 KiB

Levels:

  • 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.

  • 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 Replace HUD with pixel art variant

  • Modify font and font color matching the palette

  • 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)

  • Rework sprites (again!) to match stellar background: maybe more technical tiles and items? Like some robotic setup?

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!

Just in case stuff

  • 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)