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CastEngine implementation on Cocos2Dx
cast, travel time
on target does damage over time
onEnd sends a new effect back to player with a heal based on how much damage the previous effect did
benchmark CPU, Mem and time
shake the view on taking damage
Buff that will absorb damage
-- probably implement as new stat: "bubble" which "hp_curr" will use to decrement incoming values before applying to self
-- note: need to handle even when bubble 'bursts' so UI can change
example: mana cost, health cost, ammo cost, and reagent cost
channeled, single target
every tick damages target and gives health to owner
we're not implementing a physics engine, just create an interface
possibly 'dead' targets are still locked on and not being removed
Armor stat debuff-- stacks with other armor reductions
or at least a buff/debuff icon
once we have this, prevent the AI from spamming debuff on same target
pay attention to dangling pointers from CastEffect and CastTarget
Every tick the effect should randomly decide to spawn another effect on a nearby entity if one is available.
TextField text entry does not work for Mac OSX
ex: lifedrain tick damages enemy, spawns new effect that is a heal on the effect's origin
test cast engine on a client-server or p2p network architecture
worried about precise scheduled tick events
add "event" type effect -- sends an event to the game bus (this will let game code decide how to do the actual physics pull here)
add feature to interrupt a cast
have card "fall over" then fade away instead of just disappearing
note: percent of damage dealt AND flat 'thorns' damage separately
aka Skill Shot
when enemies spawn, spawn at a distance and move towards player card until melee range
come up with a list of items
come up with a list of spell parts
come up with a list of enemies
they seem to move infinitely to the right off screen
allow editing party members and their equipment
create a physics interface that will allow cast engine to query things like:
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