1.9 KiB
Levels:
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ignore comments in lvl files
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Start the game end timer and add a score FIXME: put the actual max reachable score into the level definition along with the minimum steps required to reach it, also add a step counter
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Grid Observer: https://github.com/mlange-42/arche/issues/374
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Add some final message when the player reaches the last level, start from scratch or a message to buy me some beer, whatever
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Add shaders for animation (player destruction etc)
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Add Score system, see game_observer.go bottom.
- add MinMoves to each level (one line) [min moves to win]
- count moves in player_scene.Update (put to observer as well?)
- reset counters when new level starts
- display level score in level select
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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)
Collider Rework
- 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!