jeremyleland.github.io's People
jeremyleland.github.io's Issues
Add missile weapons
Add guided missile weapons that will target the nearest enemy.
Need more enemy ship variety
Bigger slower ships with more guns, smaller faster ships, etc. Maybe even helpless transports that have loot?
Bullets should create sparks, not the object hit
The sparks are more the result of the bullets, anyway -- if a missile was used, for instance, it might be fire instead of sparks. The bullet die() function should create the sparks, since it knows its own velocity anyway.
Player needs way to respawn
So we don't have to keep refreshing the browser window when you die.
Flash effect when actor hit by bullet?
Classic video game "flash" effect when taking damage. Not sure if we'll like the look of this or not, but might be clearer feedback than the sparks.
Prevent asteroids from spawning on top of each other
At least in the initial level creation, maybe space them out in a grid instead of generating by random distance?
Make cooler looking bullet effects
Something more like a laser, or at least a glow-y streak-y (and probably faster moving) projectile.
Investigate alternatives for adding bullets/particles
Currently, we pass a Level object to every Actor so it can call Level.addParticle and Level.addBullet. Is there a better way to do this?
- We could pass the bullet and particle lists in as objects, but then we have to do all editing on the list itself
- Would some sort of static Level object make sense?
It feels odd/inelegant, but it may be the best way to do it...just take another look later.
Add turrets
Stationary guns that aim and fire at the player. Possibly fire at incoming asteroids, too?
Ships and bullets should transfer momentum to asteroids when they hit them
Might be able to incorporate this with the "bounce" code that's currently just happening between asteroids. Have ships and bullets give the asteroid momentum before they die.
Might also help the debris bounce away from the rock when it hits it?
Change player speed with mouse target distance
Speed up if cursor is far away, slow down if cursor is near player? See how this feels.
Bullet sparks aren't bouncing properly off ships, each other
Sparks are going wrong way, are the bullets not bouncing before they die? Why does this work with the asteroids?
Asteroid debris should fade away
Asteroid debris should fade away (like all the other particles)
Destroyed asteroids should break up into smaller asteroids
Also add rock debris particles for this
Add engine trails to ships
Dump glow-y particles that alpha together, like the explosion? Or triangles with gradients like the sparks? (Depends how slow the alpha-together is)
Asteroids should bounce off of each other
Figure they are massive enough and moving slowly enough that they would bounce, not break. Maybe throw off a few rock debris particles when they hit.
This should also keep them from overlapping.
Bullets should not hit each other
Add a check to ignore Bullet vs Bullet collisions.
Bullets and particles should incorporate the momentum of the ship creating them
It's not as obvious now, but if we ever have the ship "slide" sideways while firing, it will be more obvious then.
Also, debris from explosions should travel in the direction the ship is travelling.
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