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evade2-ldk-game's People

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jaygarcia avatar michaeltintiuc avatar

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mschwartz

evade2-ldk-game's Issues

GameOver Screen

  • Shows "Game Over" Rotating text like "EVADE 2"
  • Shows your score as non-rotating Text
  • Waits for user input & upon BUTTONA|BUTTONB|BUTTONX|BUTTONY press, go back to GAME_STATE_MAIN_MENU or whatever it's called

Create Enemies

  • Enemies Render
  • Enemies Move
  • Enemies Shoot EBullets
  • Enemies receive damage upon collision of PBullet and Blink White for one or two frames
  • Enemies Explode upon Death
  • Enemies follow Attack/Evade/Seek logic per (original source - Object, Enemy)
  • Enemy death counts up the "Death count" to change levels & difficulty
  • Enemy Movements are faster, have larger health as Game::Level() increases

Notes

  • Enemies currently render via GEnemyProcess.cpp GEnemySprite.cpp <- GVectorSprite.cpp
  • GVectorSprite does the drawing and "Explode" logic
  • Explode logic is stubbed thought not used yet
  • See GEnemySprite for how Enemies are initialized

LDK Build tasks

  • Modify Make file & Test build
  • Create/Edit icon for LDK Build resources
  • Create/Edit Icon for Mac/Linux build
  • Test Scripts to install (FTP & DGE steps)
  • Test Run post-install (can we run it?)
  • Test Update process

Implement Player Controls & Player Lifecycle

  • When boosting, player "speed boost" value reduces

  • Player takes damage from EBullet

  • Upon Damage, Screen Flashes White.

  • Player shoots PBullet

  • When Hit, player life reduces

  • When player life <= 0, Push Game State to Game over

  • Player Controls

JOYUP == Nose Down
JOYDOWN == Nose Up
JOYLEFT == Nose left
JOYRIGHT == Nose Right
X, Y == Speed Boost
B, A == Fire

----- STRETCH GOALS ------

  • BUTTON_R Rolls the ship to the right
  • BUTTON_L Rolls the ship to the left
  • Option Screen to Invert controls:
JOYUP == Nose Up
JOYDOWN == Nose DOWN
JOYLEFT == Nose left
JOYRIGHT == Nose Right
X, Y == Speed Boost
B, A == Fire

Create Bosses

  • Bosses Render
  • Bosses Move
  • Bosses Shoot EBullets
  • Bosses receive damage upon collision of PBullet and Blink for one Frame (Or flash white)
  • Bosses Explode upon Death
  • After death animation, the "prepare for next level" state begins
  • Bosses follow Attack/Evade/Seek logic per (original source - Object, Enemy)
  • Bosses death counts up the "Death count" to change levels & difficulty
  • Bosses Movements are faster, have larger health as Game::Level() increases (see original Boss source code)

Notes

  • Bosses should render via GBossProcess.cpp GBossSprite.cpp <- GVectorSprite.cpp
  • GVectorSprite does the drawing and "Explode" logic
  • Explode logic is stubbed thought not used yet
  • See GEnemySprite for how Bosses should be initialized

Main Menu Screen

Main Menu

  • New Game Option
  • Options
  • Quit

Main Menu Options

  • SFX Volume Control
  • Music Volume Control
  • Remove Reset Game option
  • Add Show Credits -> Change Game State to GAME_MODE_CREDITS (or whatever) to print our credits & stuff

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