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ProjectTODO.txt
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143 lines (104 loc) · 5.03 KB
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Journal:
--------------------
2014-09-06
Added hud with progress counters. Added zombie zerg-attack when spotting victims.
Modified drawText to use color-codes.
2013-09-21
Fixed movement/animation stuttering occuring when entities try
to move through blocking tiles.
Fixed knock-back throwing player into wall and getting stuck.
Added wall-bouncy-ness to grenades.
2013-09-20
Removed SuperZombie
2013-04-01
Added grenades.
2013-03-31
Implemented player death system.
2013-03-19
Implemented scrolling background system.
2013-03-17:
Created a Git repo for the project
Testing some new stuff
===============================================================================================================
TODO:
===============================================================================================================
1) Gameplay
Win/loose conditions?
Weapons?
Powerups/Items?
Story?
* Synopsis *
Well, Zombie apocolypse is upon the world.
Mankinds last line of defense has been activated....SHOTGUN ROBOT!
This topsecret weapon was originally developed as a new kind of "super-soldier" against
the enemies of "the free world".
The same defense-contractor that developed this killing-machine,
was also hired to develop another weapon... a virus!
The purpose of the virus was to kill a target population much the same as Ebola.
However, the virus produced a side-effect....along with killing its vicitim, it also caused
the corpse to reanimate, and walk the earth once more!
Blah, blah blah...
Somehow this thing escaped or was set loose upon the world..
yadiyadiyada....everybody dies...
blah bla,
* The Mission *
1) Kill zombies.... ( o'rly?? :P )
2) Save people?
2) Scoring system
Floating score text when mobs are hit/killed
Player total score display
Score bonus?
Bonus for killing many mobs within certain time-interval?
Bonus for killing many mobs with one shot? (grenade, bombs etc)
3) Menu system
Main menu?
Options?
Inventory?
4) Game world
Level design?
Parallax background?
===============================================================================================================
BUGS:
===============================================================================================================
1) Mob.explode() and breakApart() sprite-partitioning doesn't properly handle sprites that are
rendered flipped.
2) [FIXED] When the player is located at the far end of the map, and above half the height of the map
shooting the weapon facing postive X, the bullet trace moves to negative X ??
The problem does however NOT occur if there is a blocking tile in the bullets path...
UPDATE:
This problem occured when there was no obstacle (tile or mob) in the path of the bullet.
The bullet collision point was thus never set and remained 0.
Fixed this by adding a travel distance for each iteration of the bullet.
3) [FIXED] Zombies exploding near walls will eject their body parts through wall/ceiling tiles.
UPDATE:
Modified body part debris to spawn at zombie world coord.
Not a real fix, but keeps them from spawning inside blocking tiles, and also looks better
when the zombie explodes.
4) [FIXED] Mobs killed sometimes are not removed from tile entity-list.
This seems to occur if a mob is moving from one tile to another. A zombies alive state is
set to false in its tick() method, and if, at that point, the zombie was entered into another
tile, the postTick() method will see this condition, and re-register itself with the new tile
entity list. Subsequent game.tick()'s will not call the zombies tick() method, nor its postTick(),
but the zombie will remain registered with the new tiles entity list, and collision code will react
on it.
UPDATE:
Modified postTick() to check for alive-state first, and remove if needed.
5) [FIXED] Player can't shoot mobs if they are on the same tile.
UPDATE:
Modified fireWeapon() method to start weapon hit check at player tile.
6) [FIXED] Zombies sometimes get stuck trying to move through a blocking tile.
Sprite animation seems to stutter ( or flash ) as if its flipping between
animations every tick.
UPDATE:
This was caused by floating-point rounding errors in the Level.moveEntity method.
The movement vectors deltas ( dx ) would become zero if the passed dx had a value
less then 1, for ex, values such as +0.75 for dx would become 0, thereby not detecting
any collisions since the entity "appears" to not be moving.
Fixed with floor/ceil functions to round of dx to closest signed integer.
7) [FIXED] Entity -> Entity collisions that results in a knockback appears to sometimes through
one entity ( often the Player) of the map, causing the entity to get stuck inside a
blocking tile. It appears that this occurs if two enities spawn directly(or close to)
ontop of each other.
UPDATE:
Caused when Mob.knockBack() method received 0 for delta argument, producing a
NaN result for velX. Added argument check for this.