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fluxagama's Introduction

My own repos fall roughly into these categories:

I'd say 99 % are experiments/exercises for me to learn / try things.

That said, they could still benefit from a bit more description etc. (TODO)

A repo I "saved":

A bit more about me:

fluxagama's People

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fluxagama's Issues

game over

there needs to be some way for the game to be over. Until we have multiple lives, the game could simply be over once one ship is lost.

enemy explosion image

When an enemy is hit, an explosion image should be displayed for a moment (several ticks, so it needs to keep track of time). Later, this can be an animation rather than a single image.

enemy not respawning

The enemy on the position of the enemy, you killed last, does not respawn with the others

keys should be configurable

it should be possible for each player to set his own key preferences and save them. Perhaps just a text file would be fine for starters.

docking ships

when you have survived a bunch of waves, the next stage of your ship arrives, and you can dock your stages for a bigger ship with more firepower.

secondary fire

in addition to the regular air-to-air shot, there should be a secondary gun that allows e. g. bombs dropped on ground targets

different enemy types

there should be different types of enemies (both for variation and for them to yield different numbers of points when shot, see other issue)

high score

once we have scoring, a high score should be tracked.

enemy/enemies should move

Currently, the enemy just sits there, waiting to be shot. It should be moving around.

The description of how it moves can either be in a Python function or in some other format (somehow data-driven)

barriers

barriers that block player and enemy shots.
first indestructable, then destructable

support for a second player ("hotseat")

support for ("hotseat", i. e. taking turns) 2 players.
player 2's score should be displayed as well, and whenever a ship/gun is lost, it's the other player's turn.
The prerequisite for this is that the currently active player can die at all.
A mode like this also requires that we have some kind of "attract mode" or "start screen", where we can choose between 1-player, 2-player and quit.

gamepad support

it should be possible to control the player ship by using an external controller, such as a gamepad.

move to pygame sprites

A prerequisite for animation as well as for pixel-based collision is that we change the representations of player ship, shot(s) and enemies to use the pygame sprite class.

ranks

ranks are difficulty settings. when you have completed a difficulty setting your rank increases to the next higher one.
you can also start at a higher difficulty from the start.

enemies should have simple animation

enemies should switch between two image frames as they move. This will prepare us for later, more complex animations. Probably best to move to pygame sprites for this.

start screen / "attract mode"

To facilitate 2 players (and start us with having some kind of game menu where you can e. g. set keyboard options, we need to have some kind of mode where the application is waiting for someone to actually start a game or do other things like "quit".

transporter beam

an alien ship can use a transporter beam to "abduct" your ship, which then gets added to the enemy lineup. When you should the guard, you get the ship back and have a "double gun"

general ability for powerups

We need a mechanism to "power up" the player gun/ship using different types of "shots". So we need to know how these powerups can appear (do you shoot a bunch of special enemies, like in 1942, or do they simply appear at a certain time?). Individual shot types can perhaps be described in the wiki.

(vl sollten wir einen anderen besonderen schuss machen iwie nen laser der durch alles durchgeht oder ne bombe die flächenschaden macht .... den könnte man natürlich auch nur einmal benutzen)

shot image is too large

the shot image should be scaled down to be more in line with the other graphics. Perhaps we can set a size independent from the size of the image on disk, and scale it down automatically.

pixel-based collision detection

right now the collision detection is based on bounding boxes.

sprites from pygame should allow us to get pixel-accurate collisions.

provide a downloadable binary

for now, any user needs to install pygame and python to be able to run the game. We should provide an .exe (or the equivalent for Macs and/or Linux distros) that includes those dependencies (or an installer that installs them)

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