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View Code? Open in Web Editor NEWRocketX - 2D space shooter
Home Page: http://rocketx.herokuapp.com/
RocketX - 2D space shooter
Home Page: http://rocketx.herokuapp.com/
Create a shop where the players can buy upgrades / ships in exchange for their points.
Screen drawer should be able to fade in and out elements within a given amount of time (probably frames)
Entity patterns should be stored in a text file, and used as:
ShipFactory.createEnemyShip(Patterns.Ships.EnemyShip1)
Give them currency to upgrade their shiphs based on the killed enemies in the level.
Screen drawer should support positioning elements with 2 ways:
First it had to support text-style alignments like: 'CENTER', 'RIGHT', 'TOP' etc...
Second it had to support [x,y] array style alignments.
Mask data for every loaded image generated when the program starts. In collision detection it check the entity's image mask generated at the start, not the actual image. If the image shrinks or extends, the collision detection will fail.
Create a menu, where the players can manage their ships for the next mission
The container ship position and image should be linked dynamically and available to the weapons, instead giving them as parameters when the weapons fire.
This will solve the Beam Types weapons dynamic reposition problems, and will make the implementation of the cannons a lot more clear.
Screen drawer should support drawing texts on the secondary canvas.
Rocket launchers will fire homing rockets which will try to collide with the nearest enemy ship.
Use requirejs to support server side testing and file converters to convert the require function to client-side javascript.
Web application should be fully rewrited, probably using another framework not AdonisJS
Screen drawer should support to draw images on the secondary canvas.
Generators will speed up the recharge of the shields and teleporters.
Create a menu where the players can select their next mission. (based on the .level files)
Piercing ammo will go through the shields.
Entities should be visible to a given amount of time (probably frames, because then it can use the framework timer) After their life cycle ends they should be removed from the canvas (clearing, then redrawing it without the deleted entities)
It would be good if this would be an event style redrawing, so we would avoid constant redrawing in every frame. It should only be redrawed if it recives an additional entity, or one of the entities expires.
Create a logger which can log debug information to the console.
It can be disabled / enabled if needed.
It should be able to log different kind of information based on settings / log level.
Screen drawer should use entities to draw. This enables it, to redraw itself anytime, with the given entities. So we can remove or add new texts / images to the secondary canvas, without redefining old ones.
Engines will speed up your ship.
Shield generators can protect the ships from harm, until they destroyed.
Teleporters allow you to teleport your ship to the cursor's location.
Add methods in the framework that supports drawing additional information about the game. This should be done on a secondary canvas.
The program should support .level files.
A .level file contains the information about a certain level:
Enemies and their spawning information
Other entities and their spawning information
It should use the framework.delegateFrameEvent method() to time the entities spawning.
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