1.9 KiB
		
	
	
	
	
	
	
	
			
		
		
	
	Levels:
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ignore comments in lvl files 
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check when sphere bounces from one end to the other endlessly w/o any solids in between. this is a game lock and equals game over 
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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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Check player-player collisions! 
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Add player mergers, possibly as an option, so maybe we could have different primary and secondary players: one pair can merge, the other not. Like S + s and M + m or something. 
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Add shaders for animation (player destruction etc) 
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Add player HUD + Stats (as hud_system!) 
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Entity Observers don't work, removed entities remain there, errors about dead entities, had to add Alive checks, and in obstacle_system even remove the player manually from the world. 
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!