Exploring the concepts behind the game freeways.
https://pixijs.io/guides/ https://pixijs.download/release/docs/index.html https://pixijs.io/examples/
animatedSprite and spriteSheet https://pixijs.download/dev/docs/PIXI.AnimatedSprite.html
https://pixijs.io/examples/#/demos-advanced/collision-detection.js https://pixijs.io/examples/#/demos-advanced/mouse-trail.js https://pixijs.io/examples/#/graphics/dynamic.js
https://github.com/timohausmann/quadtree-ts/ <- https://timohausmann.github.io/quadtree-js/dynamic.html alternative https://github.com/CorentinTh/quadtree-js
https://github.com/getditto/dijkstra-calculator <- https://github.com/tcort/dijkstrajs https://github.com/ProfDeCube/dijkstrajs https://github.com/chen0040/js-graph-algorithms
https://github.com/pixijs/particle-emitter http://pixijs.io/particle-emitter/docs/
https://github.com/pixijs/sound
A* https://www.youtube.com/watch?v=pKnV6ViDpAI best path Dijkstra's Algorithm https://www.youtube.com/watch?v=iFdOKsw6x6A https://www.youtube.com/watch?v=GazC3A4OQTE
- using assets from this bundle as stubs https://gamesupply.itch.io/cars-and-trucks
- grass https://naldzgraphics.net/free-seamless-grass-textures/
- map landmarks https://www.uidownload.com/en/vector-jkmmc
- water https://www.sketchuptextureclub.com/textures/nature-elements/water/sea-water
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road segment drawing action and visuals
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make cars move toward simple destinations
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detect proximity of other cars ahead and stop
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extrapolate graph from intersection of roads
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apply Dijkstra shortest path and tag segments accordingly
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add sources and destinations to the map
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make cars spawn from sources (and not on top of other cars)
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make cars die on destinations
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new cars shouldn't spawn on top of other cars
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draw origins and destinations with location name signs
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avoid strokes over obstacle
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aux vis: display connected roads
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accelerate time
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detect traffic jam
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support ramps and multiple layers
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add obstacles - passable (over water) and blocking (buildings)
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basic undo support
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delete closest road
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delete orphan segments
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merge close-enough vertices
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reuse existing vertices at stroke start
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basic event sounds
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engine + environmental sounds
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good looking cars
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particle effects (smoke on new ramps, something on new roads or deletions, haze for new segments being driven?)
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basic shadows between layers?
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level editor
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procedural level generation?