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Home Page: https://sampenland.com
nova2d :: 2d game engine for the game designer
Home Page: https://sampenland.com
Tween score adds like collisions which give you points.
Simple text that tweens -Y and 1 to 0 alpha
Make player 1 (and 2) simple Triangles. Say color A and color B.
Field:
| | |
| 1 | 2 | --> Quads 1 and 2 are colors A and B
| | | Start with A slow time and B fast time
| | | Start with Player in 1 with color A
---------------------------------- On change event A and B swap colors
Player changes to warning (need to swap quads) color C
Player must get to other Quad
When player does, colors revert to correct
Player has Sprite::ConfigureEffectTrail ( params );
Add GetRadiusRef() of DrawCircle for radius tweeting
Game::s_DeltaTime is not a smooth value for ticking timers or moving objects for some reason
Game::ConfigureAStar(enabled, gridSize)
Creates a grid to be used for A* pathfinding
shoots and kills all pawns in column
code should be simply, m_Enabled is already a part of Deleteable which Graver inherits from
Small, fast and simple
clock should snap outwards with DrawCircle out to the time warp radius
DrawCircle should be 255 alpha and tween to 20 where alpha = 255 at start and 20 at destruct time
Tweenable postionals
This is incorrect there should be N (i think 4 at the moment) PawnWaves per Wave if Leader is not killed
works with maps/tilemaps and a* algorithms
Now that the ability to shoot UP or DOWN is possible, this will help the problem of the player just being able to 'hide' unmoving at the bottom of the screen.
Horizontal ships that try to hit you?
Bottom up ships?
global time float which effects entire game's speed of all instances
n2dSetTimeRatio(float r) // effects global time
TimeBubble <- similar to a Graver but instead of gravity it effects the time ratio with the time space of the time bubble
drawable count is low but must still be instances alive
Make it so that 60+ FPS is green, 30+ is yellow and under 30 is red
Frame drop:
playSoundGlobal() - plays a sound at level within the entire game
playSoundLocal( sound, volume, listenerPosition, soundPosition, maxHearingDistance) - plays and pans sounds while adjusting volume to emulate 2d locational sounds
addSound(soundName, soundPath) - loads and places sound in a std::map for easy access
getSound(soundName) returns pointer to preloaded sound
Class for mouse interactable objects that provide events like
MouseOver()
MouseExit()
MouseClick(button)
MouseDoubleClick(button)
simple box of text that shows FPS, instance count, colliders, etc
Equations for tween value curves.
Linear
...
Work out a way to create GPU rendered particles that will render on DrawLayers appropriately
https://github.com/grimfang4/sdl-gpu
https://blurrrsdk.com/documentation/SDL_gpu/index.html
https://glusoft.com/tutorials/sdl2/creating-particle-system
GraverManager
Graver
Player and Pawn-bullets are Gravers. Player graver's effectedGravers are pawn-bullets. A small range of effect is where bullets enter and are pulled towards player graver's center by the effect magnitude.
Bullets fly by as you dodge..if they get too close, they'll follow you!
This can be done by SimpleFollower with minor changes but I'd like to see Gravers used and built for this as they have cool uses such as planets, explosions, implosions, cloaks (warping movement around them - ex: apply 90 degree effectMag), etc.
Ability to Tween a Draw Layer of Drawables together for old school menu crawls, etc.
works with cameras and a* algorithms
Game::EnableSQL( pathToConnectionDataFile )
SQL is static on Game
gather shield power ups ( 5 for a full shield)
bombs from leader drift down and implode, pulling in all bullets (rotation = inverse pointing towards bomb). once bullets are collected the implosion becomes an explosion and bullets are shot outwards. this is the time to use your shield...maybe even say "SHIELDS UP" before explosion
Make positioning things on the screen easier - possibly using values 0-100 where 10 = 10 percent width or height and 100 = 100 percent
Maybe create a base class called Node which can have parents and their position offsets from the parent?
Add to Sprite.h/cpp the ability to:
ConfigureAnimation( );
Which sets up all animation properties. And:
StartAnimation ( )
StopAnimation ( )
JumpToAnimationFrame( int )
Make a specific grouping of sprites (maybe a HUD class which holds sprites and positions) that can be drawn on a specified DrawLayer just like a single sprite is drawn
refer to Todo Task List to find
player bullets auto destroy when player is all the way right (probably left as well)
this bar just doesn't seem to work...it looks weird
maybe fixed this with centering the start count and counting outwards
As of now, next wave is solely based on killing the leader.
Maybe:
Instead, also have a pawn count to advance to next wave but make this hard to achieve but provides a lot of score
Killing a pawn within N milliseconds of another gives "Streaks" and boost.
Maybe streak of 3 or 4 gives Time Warp Clock.
returns in order but loop is odd
Similar to time bubbles except bubble A teleports to bubble B and B to A while C to D and D to C...etc.
according to debug overlay, # of updaters is going up pretty fast. it appears this is caused by player bullets not clearing their updaters
could be related to #18
Show total map count of referenced void* of reference manager's objects
Think of a good way for saving and loading game data.
Think on an idea for the ability to program easy fast cut scenes / animations
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