jessicayzt / cpsc311_proj Goto Github PK
View Code? Open in Web Editor NEWA platform game written in Elm
A platform game written in Elm
Play it for like, 15 mins and create issues for any bugs that crop up.
Currently the distance travelled is a fixed unit per frame. This causes the avatar speed to be inconsistent and different between platforms.
Current unit of speed is pixels/frame.
It should be changed to pixels/unit time and the distance should be calculated using the time elapsed given by subscribing to Animation.diff.
Check out the Play catch up section to deal with lags: http://gameprogrammingpatterns.com/game-loop.html
First screen that the user sees. Pressing a start button will start the game. When character dies, the user should be brought back to this page.
I got no idea about this one, it's quite noticeable, maybe we'll just change Jack into a ghost so it'll be a feature not a bug.
Graphics for these collectibles are at graphic/env/collectible/bones_2 and bones_3
Maybe the bigger group of bones (bones_3) gives more score, +100, and +50 for the smaller group of bones (bones_2). Both of these will need to be types in the Unit union type to be able to tell them apart.
Collision with these units should increase score as expected.
Not sure how to fix this one, it's not that noticeable but it's annoying. Maybe we should set a constant number of score digits.
Graphic for unit is at graphic/env/health
Collision with this unit should result in +5 hp (or some other constant that's suitable).
The effects from units and the score are updating more often then they should be because they are a function of the number of times the update function is called and not the time elapsed -Karen
This unit is at graphic/env/collectible/boost
Collision with this unit should result in a higher speed multiplier, maybe + 0.5 to the speed multiplier. This should be a stackable collectible, so players should be able to collect 3 in a row and potentially increase their speed to a 2.0 multiplier, though we should cap this at a reasonable multiplier, maybe 2.5 (so he doesn't go too fast and startle everyone). The speed multiplier should wear off over time, to a minimum of 1 (the default)
This issue is repeatable but doesn't seem to happen every time.
During my testing, it happened when you dropped from one platform and landed exactly over a unit. You may also need to be moving towards the right.
Play it for like, 15 minutes and create issues for any bugs that crop up.
He will be holding his pee.
Play it for like, 15 minutes or so and create issues for any bugs that crop up.
As should add these zombies to very few platforms (as they are animated and if we had too many, it should really slow things down), we should add these enemy units last. Changes will also need to be done to associate a position with the platform unit (right now the platform unit's position is set at the middle of the platform) as we will have the zombie unit walk back and forth, endlessly. Collision with these units should decrease hp, maybe more harmful than spikes (-1) but less awful than nuclear waste (-10).
Should make invincibility true for 20 seconds (or another constant time, whatever is suitable). Powerup should be shown under the UI (under the score). Unit graphic is at env/collectible.
Reproduce this by running and then dying and not letting go of the right arrow key, Jack'll keep dying repeatedly while crawling to the right and when he eventually falls into a pit, the platforms continue scrolling to the left until only the background is visible.
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