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slw's Issues

Editor camera position

ATM the editor camera position is completely different from the player position. I think it'd be more helpful if the editor camera followed the player (only as soon as you enter the editor, though, of course).

Level editor?

We've been hinting at this for a while - we need a proper level editor for SLW. Editing a single tilemap layer in src/levels.toml is going to get really ugly and it'd be nice to have anyway.

And as we all know, I ❤️ polish, so if we can make the editor Super Mario Maker-like, it'd be awesome 😄

Small player spritesheet

We need a spritesheet that we can use for the "small Mario" form - e.g. on the World Map and when a mushroom has not been collected yet. (Whatever is found will probably need recolouring)

Level saving

Not sure how to go about doing this. I think that going into the editor and then out should probably reload the level, but I'm not sure how well that'll fare with lag in the future (hopefully shouldn't be a problem..).

Think about the goomba tile. When a goomba tile is created, it's immediately replaced with an air tile, and a goomba is spawned. So how do you place and save a goomba tile? It needs to be stored in some way separate from the main tile list (which will be used for saving/loading)..

World Map

We need an overworld and level selector - this should make other features trivial e.g. the death zone sends one back to map.

Crouching / Ground-pounding

See the crouch branch.

Things left to do:

  • Fix this:
    image
  • Get/add crouch/groundpound sprites for state 0 (small player)
  • Get/add groundpound sprite for state 1 (large player)

Can't build

I'm reproduced steps in README.md, but after gulp build I can't run game ;(

WASD controls

Moving with the arrow keys and space is comfortable - right hand on arrow keys, left thumb on spacebar, easy. But in the editor, you use the mouse. So generally you'd have your right hand on the mouse, and.. your left hand on the arrow keys. That doesn't feel very good. Having WASD controls be supported additionally would solve that - right hand on mouse, left on WASD (you could even still have your left thumb on the spacebar if you prefer).

Make "camera" follow player

Just modifying getDrawnPosition and let view(start/end)(x/y) should do it.. this is what I was having trouble with earlier, though! :P

Physics

Kinda important

  • Floor collision
  • Wall collision
  • Ceiling collision

Uglify removes `debugger`

..Which is really annoying.

I've removed uglify from gulp (commented it out) for the time being (locally). It might not be a bad idea to have yet another build script to uglify things but that could be unnecessary, especially early in this project... I wonder if it should be an argument to the gulp/buildJs call? (think gulp watch --uglify)

Go through pipes

This'll be a bit difficult -- the player needs to be rendered under the pipe tiles..

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