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retanx's Introduction

RETANX

React strategy POC with A*, divs and CSS transitions.

DISCLAIMER
This non-canvas route is stupid at best... still, it´s fun to see how far we can go!

Run it

Do a yarn add or npm install, then yarn run watch-css in one tab for scss changes and yarn start in another to start RETANX

PRs are welcomed, to contribute make sure that:

  • Branch name references issue number if it adresses a feature / bug fix.
  • Branch has already been synced with the upstream repo and any merge-conflicts have been resolved.

retanx's People

Contributors

nicolasdelfino avatar emilpalsson avatar

Stargazers

 avatar Kalle Wallin avatar  avatar Mikael Brassman avatar

Watchers

Mikael Brassman avatar Viktor Nilsson avatar

Forkers

emilpalsson

retanx's Issues

Unit details - Specs view

When clicking on the round icon next to a selected tank - the specs view opens.
Would be cool to display unit specs, cannon type, projectile strength etc.

Resize unit selection outline

After adding support for multiple unit types, it´s apparent that we need to be able to control the size of the outline.

E.g: Foot soldier outline doesn't match because of the css - zoom property is in use.

A* unit and integration tests

Verify that current algorithm is working as should given a custom grid + start / end position

  • Calculation of F scores (f = g + h).
  • A unit should travel to end cell using A* path

Add game loop (tick) as an action (redux)

Idea is that the game should respond in real time to moving obstacles, to do this we should change the current setup of click once -> perform A* solution to a tick based one.

Destroy stuff with laser beams

Calculate projectile trajectory and collision target based on current unit [x][y] and cannon rotation angle.
Update state (tank reducer) of unit, mark as dead or something + explosion

Standalone map editor

When issue #19 is closed and the grid is truly defined (x*x) - would allow us to create game levels

Roadkill

Add mass property to unit types, higher mass wins, lower mass = splat

Abort A*

Be able to abort an A* path animation and start on a new path or just stop.

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