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tower-defense's Issues

Doc

ok, everyone do the project documentation of wathever you want but do some!
(ok i am the first who don't do doc but it's unreadable ><)

Dying enemies

Make enemies die when reaching 0 HP
No need for fancy animations here, we just remove them from the game for now

Fix clipping

Clipping should be made so you can draw in menus and other GUI elements too

menu's item

there are turret in the menu but clicking on it do nothing

Lost enemy

if an enemy is slowed down, he can't simply follow a leader.
for example if player put tower between enemy, only enemy who have lost the trail we can imagine that he become a new leader
and every leader check if there aren't any other leader nearby.
If so (and if they go at the same speed) we can merge the two group

Enemy targeting, priorities, range checking

This might require rewriting some of the map function
Suggest use of tower/enemy pair checkings (although this means doing n*m checks per frame!)
This also means the engine needs a way to track the active towers and enemies (this currently is hardcoded in main.c for testing) - maybe with it's associated type & subsystem

debug output

the output generated for debug must be display only on "debug mode" (e.g. src/towerdefense --debug)

Targeting modes

Related to issue #11

The towers should be able to chose enemies using different targeting modes, that is at least:

  • Closest (Classic TD style)
  • Lowest health (More efficient on high-hp targets)
  • Random (Useful on slowing and posionning towers)

crushed enemys

we can put tower on enemy head, so it must be handled properly

Main page

ok, we have a pretty doxygen website, how mind for a main page with screenshot or whatever you want?

Fix redrawing

Currently uses a fixed-length list to track drawn items
Dats no good!

Splash damage

Using the splash radius value from the tower, making it damage every enemy in the radius

This is slightly different from a more basic one-target approach where you could just grab the enemy to apply the damage on from the hitting bullet's following target

Therefore related to Issue #13

Bullets movement

Once a bullet is created and launched toward a targets, it needs to actually move and eventually hit it
Note: need 2 type of bullets, non-guided (flying to a target point) and guided (following an enemy to hit it)
This will require some simple collision checking (we can consider the bullets as points to make it easier)

test/ compilé dans le Makefile par défaut

Le contenu de test/ requiert CUnit qui n'a pas l'air d'être très souvent présent,
et d'ailleurs après avoir essayé sur 3 PC différents compiler test/ en ayant CUnit résulte en des erreurs de linkage au final (même si j'imagine que je le fais pas correctement)

Je pense qu'il serait plus judicieux de le retirer du makefile principal et de juste permettre de le compiler séparément (make test) si possible

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