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phaser3-plugins's Issues

Plugin ideas / spitballing

  • Drag select
  • Health bar
  • Formation movement (showing formations of grouped units)
  • Migrate over the navmesh plugin
  • Customisable fog of war
  • Selection utility, to flag Sprites as selected?
  • Building / construction widget
  • "Spell" casting
  • Central "brain" that controls GameObject movement, AI, etc. Following a rough "mediator" pattern
  • ???

Brain plugin

  • A plugin that gives a GameObject a brain, that controls movement, and any actions that it can be given to perform (attacking, spells, whatever)
  • This might be a big one, in theory

Render health-bars to own scene

  • If the scene can be zoomed, then makes sense that the health-bars maintain a certain size, not to lose readability if the user zooms out too far.
  • So, like the drag-select, render to a separate scene...

Can't import phaser3-drag-select

I tried to import the phaser3-drag-select module, and can't get it to work. Just using

import DragSelectPlugin from '@pixelburp/phaser3-drag-select';
console.log(DragSelectPlugin);

logs DragSelectPlugin as undefined. I also tried referencing the dist/phaser3-drag-select-plugin.js file directly and using require instead and all of them fail. Is there something special you are doing when distributing the code which would break a standard webpack workflow?

Basic calculation of a group of sprites

  • Given a grouping of sprites, and a destination location
    • Calculate possible formations, depending on cursor movement (so click and hold to change the shape)
    • Lock the calculations based on potential grids (useful for tile based movement

Behaviour of formation

  • Rather than watch, explicitly tell plugin to start watching. Then
  • use once event tracking to watch the drag and up events, sending back the results
  • otherwise there'll be conflicts with various mouse down events
  • might be worth doing same for drag select

"Engine" plugin

  • Some baseline plugin that gives nominated Game Objects some automated motion.
  • Given an Array of waypoints - or a mixture of waypoints and "Target" sprites - move to each.
  • This will be agnostic to actions; so if a waypoint is a Sprite, "stop" at the Sprite and do nothing. Another plugin will handle behaviour thereof.
  • Allow some configuration for โ˜๏ธ this case, as you won't want to move right up to the Sprite.

Shared 'interface' scene?

  • With drag-select and formation-generator, both use functionally identical scenes to display the various UI widgets
  • rather than have multiple scenes per plugin, it'd be useful to have a single shared scene.
  • So the first plugin started would generate the scene, while any subsequent plugins would tap into that scene.

Support multiple bars

  • track multiple properties in a sprite
  • stack each on top of each other.
  • useful for shields, that sort of thing

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