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An RPG in which the player runs around the University of Waterloo campus and does awesome things.

CSS 0.17% JavaScript 99.83%

uwgame's People

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uwgame's Issues

Typeerror: a.getParent is not a function

When trying to add a sprite, wrapped in an image, to the lovely layer, the following error procs:
Typeerror: a.getParent is not a function

I am giving in an making this an issue until I or someone else figures out what the deal is. My source is pushed on the player branch, so please feel free to check it out and take a peek if you've got time! :)

Add Object Layer

Specifically:

  1. Ability to put objects on map, above map layer
  2. Collision detection for objects
  3. Mapping of object to function
  4. Ability to interact with objects

Add player layer with initial functionality

Specifically:

  1. Logic to show player above map layer
  2. Logic to orient player when moving in specific directions
  3. Logic to save player location to localstorage (partially done in the player.js module)

Refactor Input Event Handler to handle multiple layers

Input.js currently only executes functions from one map of inputEventHandler functions. Specifically, right now map functions are the values to the input keys. If we want to execute a function from the player module, using the inputEventHandler object, we would end up overwriting the current function.

We need to look into asynchronous concurrent execution to assure the player movement is drawn at the same time as the map movement, as well as object and npc movement.

Add NPC Layer

Specifically:

  1. Logic to show NPC images on the canvas, above map layer
  2. Initial logic for "list of npcs and location, potential conversations"
  3. Logic for encounters (NPC starts discussion)
  4. Logic for encounters (Player starts discussion)

Create Start Screen

The start screen will probably get drawn on the menu layer. Also, it would be nice if we could download the maps while the start screen is open, as long as it doesn't create much lag.

Map Collision Detection

I think this would be good on the map layer. The map layer can tell players / npcs not to walk on certain tiles. Roof tiles would be implicit. Perhaps wall tiles can all have something in common to signify they are unwalkable. A flag of sorts.

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