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Create game state
the state that runs the game itself
BombTimerSystem that ticks down timer on all active bomb components.
main menu
- sandbox (or tutorial)
- multiplayer
- options
- credits?
PickupSystem waiting for CollisionEvent with PickupEntity.
Add spawn points to map
5 +
More makes it less predictable where you spawn
On-screen buttons
in ButtonsWidget
- Bomb button with cooldown
Network improvements
- Spawn other players
- check player id when updating move/position
- Handle disconnect/quit/timeout
- Handle server full
- bomb drop
- bomb explosion
- Reset game on game finished
Lan play
Not a priority, but could be useful in case server is not up
- Figure out preferred ip
- show ip
- show connection count
- Start button
- Other players will have to input ip manually
- Use hex for simpler input?
Virtual joystick overlay
asset in project
Character animation
InputHandler connected to the CommandSequence
Adding Components.
-
CollisionComponent
-
MovementComponent
- Velocity
- Acceleration
-
DestructibleComponent
-
TimerComponent
-
ExploderComponent
- Size of explosion
Can't walk over destroyed wall
When a bomb explodes and takes out a wall, the player should be able to walk where the wall was.
HardWall not an entity, but a table of static data or referenced in the LevelMap.
Network destroyed rocks
Collision system.
Add command stream pattern for player entity.
BombExploderSystem takes timeOutEvent and informs hits targets.
Walls and pickups are not synced in online
RenderSystem
RockDropSystem to drop randomly when RockDestructionEvent
Destroyed player can drop bomb without respawning
when the player dies, the texture disappears as expected but clicking the bomb-drop-button places a bomb at center.
Lag or bug?
When i was playing the game online, there seemed to be significant delay. I was killed in seconds on the device with the server, but was alive locally for at least 30 seconds. It seems too long for it to be a lag problem. Is there a problem in the code?
Options menu
all platforms
- UI scaling
- [ ]
android
- [ ]
desktop
- fullscreen
- [ ]
AssetManager singleton? (or some global reference)
Does it make sense to create a singleton for the assetManager or should we pass it to each system that needs it? I'm guessing it is to be used every time we need to get a texture, so I think it will be needed in a lot of places. What do you think?
EDIT: I hadn't seen the pull request #33, so maybe this issue isn't relevant any more. I have to check the new code more carefully to understand how to use it.
Add Player Entity with transform and Texture component and have it drawn on screen.
Transform component:
- Position
- Scale
- Rotation
Texture component:
- TextureRegion src
Entity:
- Components
- TransformComponent
- TextureComponent
Player not killed when standing on bomb
Maybe because it's not a new collision
Space bar has no cooldown
Multiplayer: Connect players
Handle connecting and disconnecting of players
LevelMap as 2D array.
HealthSystem to update HealthComponent on event BombExplosionEvent.
Texture of the dude is way to small
Textureregion should be fitted to the character
Add movement system.
Limit keyboard input vector length
currently 1 in each direction, 1.4 length max, should be 1 length max
Adding Entities:
Make factories for:
- Player
- Rock
- Bomb
- Pickup
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