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broken-escalators's Introduction

broken-escalator

How to run

To run the game, run the following command, which defaults to the metal graphics backend:

cargo run

Windows and Linux users may explicitly choose "vulkan" with the following command:

cargo run --no-default-features --features "vulkan"

Mac OS X users may explicitly choose "metal" with the following command:

cargo run --no-default-features --features "metal"

broken-escalators's People

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broken-escalators's Issues

Add platforms

  • add component
  • add sprite?
  • update atop system
  • add win system

Store entity in step

Rather than managing / storing escalator_ids, we can store escalator Entities and use those to fetch from storage.

Ability to rewind

This is likely very involved.

Rough expectation here is that a player can hold 'z' and the world will go in reverse. Tricky edge case: if a Thing slides off a step, we need it to slide back onto the correct step.

Implementation approaches:

  • naive: store each Entities position at each time; rewinding at t by a just sets state to state(a - t). This seems storage intensive for levels with many entities
  • smarter: only store accelerations; this should be much less storage intensive. Getting this to work correctly with escalator clamping seems tricky.

Moving escalators

Escalators should be subject to gravity, and be able to ride other escalators.

Create logic pipeline

Roughly:

  • core game logic
    • clock
    • tape
    • toggle
  • velocity phase
    • escalator corners
    • atop / falling
  • position phase
    • velocity * dt
    • correction

Refactors

  • absolute velocity systems
  • position systems
  • blocks in atop system

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