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Create Player Class
Camera should consider the background bounds.
The Camera should respect the background bounds. It should not show the parts that there is no background.
Example:
It should just scroll after the followed object reaches the middle of the screen for instance.
Implement tile colision
Create camera able to follow a group of game objects
Use a different tileset
Create Particle System
As a developer I want to be able to create Particles/Effects that are composed of a Animation or a single Sprite to be Displayed for some time and then disappear.
For Now, a particle can be a simple abstract Class that may look like this:
abstract class Particle {
void update();
void draw( draw parameters );
bool get alive;
static Function get emitter;//Returns function that can emit a new instance of this particle.
}
We can have another Particle called ParticleEffect/Effect that extends the Particle class and just shows an Animation and then dies.
Maybe we can have something like an Particle Emitter that creates Particle instances using the spawnFunction.
class ParticleEmitter {
Function _emitter;
ParticleEmitter(Function emitter);
emit(); //emit new Particle using the emitter function.
}
Create better map examples
Create transition camera
TileMap is cropping the last column tiles
Implement navigation through Background -> Layers -> Objects
Change the Logic method names to update
AutoZoom for Camera should be optional
Create Joystick Class
Create Keyboard Class
Create TileMap Class
Create tests for tiles and tilemaps
Create Resource Manager Class
Create Game Class
Create a tool to convert a spritepack with multiple images to a single spritesheet
Refactor Tilemap to include actual tile matrix instead of map
Create Background Class
Create Generic Input Class
Create Audio Manager Class
Create EaseIn Interpolator
tilemap should support 'repeat' property
Tilemaps should support the repeat function, like this.
TileMap map = new TileMap();
map.repeatX = true
map.repeatY = true
Create Sprite Manager Class
Create a auto deploy for the examples in Heroku
break initial camera implementation in abstract camera and simple camera
GameObjects should manage the resources load using the manager classes
Link with Drone.io
Create Animation Manager Class
Create Scene
Create Camera Class
Create Object Class
Create Layer Class
Create Tile Class
Create InputBuffer, InputCommand and InputCommandController
The Input buffer should store the triggered commands in a circular list.
It should be able to check if some InputCommand was executed.
The InputCommandController should tie the InputBuffer and a List of InputCommands.
It Should have a update method that checks for each of the commands in the list and trigger their correspondent callback.
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