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duskwolf's Issues

Damage and Life

There should be a health system and lives.If you get attacked you loose some health. If you loose too much health you loose a life. If you loose too many lives something bad happens.

Dynamic Grids

This would be a grid that can have a range attached to it, when the value of the range changes, then this will recreate the grid with the number of elements specified by value, hence allowing bars of icons such as hearts or something for health.

"Vartrees" are Stupid

At the moment, DuskWolf has a simple system for managing objects, or to be more specific it has a NOTATION to manage objects. I should change it so that it uses "real" JavaScript objects, rather than strings with "-" to separate properties.

Redesign Components

At the moment they are... Blegh... I need to work my way through it, and improve it. For example, I want to change properties so that you can just use comp.registerProp(prop, onSet, onGet), or something, rather than now. I also want to improve the effects thing as well.

Animated Tilemaps

Tilemaps should have some way of animating them. I have no idea how to go about this, bah.

Effects System

Stuff in the SGui system needs to be able to have "effects" applied to them (fading in, fading out, etc.) in a modular way.

Entity Persistence

Entities should be able to apply the behaviour "persist" (or so), which would allow them to save and load data automatically based on their name.

Saving

What I want is essentially, packages implementing an interface would allow you to specify what you want to save (persistent entity data, what have you) and a module would allow you to save/load these from various locations.

Selection Group

This will be a group with a list of options, one or more of which can be selected by the user. The value will be stored in a var, and the program can use it easily, and such.

I could extend the menu and grid components to do this, maybe.

Attacks

Give the player the ability to attack other entities! And maybe other entities the ability to attack the player!

AI Entities

These are entities that follow AI rules. Basically enemies, but there is no reason some other things can't be entities, like bubbles underwater. They must be easy to describe in the jsons using a vartree. They will follow the same general rules (Gravity, life, etc) as the player.

Scrollbars

This would be a single, which you would set a height and width to, and would only render what was in there, with scrollbars that allow you to move around.

The problem is autoscrolling if, say, a selection is put in a scrollbox thing and you try to select anything not visible on screen...

Hashfunctions

These would work similar to variables, only they would call a function rather than a value.

They would be specified using the syntax #SUM(a, b) or so.

Stop "Shuddering"

When an entity is on top of another entity, it moves up and down really fast.

Animated Sprites

They would use different tiles on the Hero.png to create animation. Like a walking and jumping one.

Range Component

This would be a "Slider" input thing, that would have a number, and you could move it left and right or up and down to change that number.

Bitmap Text Component

Text drawing is slow. Lets make it faster by caching glyphs to an external canvas. This also allows me to use images in text as well! Yay!

User Guide

This is a guide that would help people use the language thing to make their games. It is aimed at people who don't know and don't care about the JS parts, but want to use the JSON parts. Evidently I also need to think up a name for the JSON parts.

Optimise TileMap

At the moment TileMap is a group with lots of TIle components inside it. It would be MUCH faster if we just draw the tiles directly, with no children involved.

Inventory

This is the ability to manage items and such. Huzzah.

What I plan to do is have each item be an object, with an event to call when the item is used. Also included is a "ItemGrid" component, which would display a single item, and let the player hold one in their "hand".

Developer Documentation

There is a severe lack of developer documentation at the moment... Some should be written!

Water and Swimming

Uh, a water tile, for like swimming in! If you are inside said tile then your "gravity" would be negetated somewhat, making you fall slower. Also you may have the ability to swim. If you stay in the water too long you may also drown! Oh no!

Improve Readme

The readme file is not satisfactory, I should improve it with more information, maybe links to online guides and docs?

Floating Text Component

This is a component that will display text that floats into the air and fades out. Truly revolutionary stuff.

WYSIWYG Map Editor

This will let you edit rooms, and create maps without resorting to lists of coordinates.

Entity Tethering

At the moment, the collision tests and what have you only work if the two entities are the same size.

To get around this, I have an idea! Entities can be tethered to each other, like a large square entity could be made up of four, smaller squares tethered together. The entities will have to learn to get along and not split up, but each should be able to collide with other things independently, and control the whole group like this.

Booleans in Conditions

At the moment the condition system for DW uses 0 and 1 as it's values (from it's XML roots). However, JavaScript has boolean types that cannot be used with this. They should.

More Realistic Collisions

At the moment entities collide based on their tile size, meaning that the current "hero" at least, does not collide into other entities without living a large space between them.

More Examples

There needs to be more example code, showing things such as loops and whatnot. I can also use these to test for regressions as well!

Additional Import Sources

A value in root.json that would allow you to specify a JSON with a list of other files specifying file dependencies. For example, if your game needed some new SGui components, you could describe them in a JSON and import them normally.

"Controls" Module

This would be a module that allowed the engine to register "controls" onto things, as well as provide gamepad support.

For example, you could map "jump" to the "a" key or button 0, but the player has the ability to change the mapping to another button, and it would still work.

Entity Scripting

There needs to be a method to allow the programmer to move entities around at their will. This would be used in, say, cut-scenes and such.

Transition Manager

Rather than having the frame just shift abruptly, we should have a "transition manager" component that sits in the BasicMain which automatically imports the next room and fades in and out the scene. It should also allow custom functions to be executed.

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