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View Code? Open in Web Editor NEWA web strategy game about conquering the galaxy
Home Page: http://connwars.com
License: GNU General Public License v2.0
A web strategy game about conquering the galaxy
Home Page: http://connwars.com
License: GNU General Public License v2.0
For this we need (on mobile only):
Planets in chaos should go into quarantine (can't make connections to or from them).
Drag to select multiple planets, select another one to create multiple connections to the last selected planet.
ai does not know that for a planet to be populated now, it needs pop > 2.
Each planet should have a set population. When two planets of the same side are linked, the population should equalize between the planets (or go at a linear rate. We haven't completely decided yet). When two planets of opposite sides are linked, the population of each should gradually decrease until one's is completely depleted.
after a planet turns color, the connection that planet had remains for a while.. This usually happens when the planet had a connection and multiple enemy planets are trying to take over it.
Some red connections don't appear when a blue planet gets connected to a red-connected planet, some red connections don't disappear when a blue planet disconnects to a red-connected planet.
Have a starting menu with instructions.
Planets and portals should have hover menus that show details like distance from selected planet and population transferred per second, respectively.
look at this bug:
Create a basic css animation to move planets back and forth several pixels. This is low priority.
multiple blue planets connected to red planet. red planet goes on chaos but its pop does not go down.
May have nothing to do with the blue planets' connection because, in multiplayer, some chaotic planets are not having their pop go down either...
The current scaling function is too linear. Planets grow too little in small population numbers. The scaling factor should grow according to a percentage of newPopAdded/totalPopOfPlanet
Your game has a name! ludum-dare-30
?
If you're fast enough, a planet with 0 < pop < 1 will not change its color, but will continue to grow its pop, making the planet have a pop, but not have any color (which also makes it impossible to change its color at any other point in the game)
to reproduce:
notice how pop s decreasing from starter planet, but it is not being transferred to new new blue planet (2). The only pop being transferred to new new blue planet (2) is coming from new blue planet (1).
TL;DR: FIX MULTIPLE CONNECTIONS' TRANSFER
More people=more babies
Right now (I believe) transfer rate is linear and static. The transfer rate should change based on the current population of the planet being transferred from.
for when a planet enters chaos mode
ERMAGERH
When a planet is clicked, it should be selected. If a planet is already selected, both planets should become selected, and an appropriately colored line should be drawn from one to the other. There should be a JS handler that deals with the planets' interaction until the link is broken.
Connections must change their scaling based on transfer rate.
Display red connections to grey planets that also have a connection from a blue planet. This will mean that, if a planet is in a standoff (grey because transfer from red and blue are canceling out), we will know that it is in a standoff. Otherwise, we will only see our blue connection and the planet simply. won't. turn. grey.
red connects to grey
grey pop < 1
blue connection to grey disappears and grey's pop resets.
When I have a planet selected and I click on empty space, the planet should be deselected
AI is not checking if the starter planet it's selecting is the same as the one blue is selecting. It should, and if it is, select another one.
dragging from planet A to planet B should connect the planets and should display the connection being created following the user's mouse. dragging into limbo should not create the connection
Borders are taken into account when the top and left css attributes are set, so when planets are selected (and borders are set), they move slightly down and to the right.
Possibly fix this by having an internal or :after element with a border, which wouldn't affect positioning.
Right now planet positioning is purely random (but symmetrical). Instead, planets should each spawn at a random point within a cell that is part of a grid.
When a planet reaches maximum population, it goes into "chaos mode" indicated by a red border or darker background or something. At this point, the planet's population will decrease until it reaches a minimum population (roughly 2/3 of max pop).
When trying to take over grey planets, it will sometimes not work until the AI takes them over. This would happen without red trying to take over the same planet simultaneously.
(I am working on this. After it, all the bugs are GONE FOR GOOD.)
When a planet enters chaos mode, all connections TO it are deleted. However, we want connections from planets of different color to remain, because they don't add population to the receiving planet.
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