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View Code? Open in Web Editor NEWEbitengine Game Jam 2022
License: GNU General Public License v3.0
Ebitengine Game Jam 2022
License: GNU General Public License v3.0
At the moment, I have the "v" symbol used in the level format to mark a "pathing" location, but I figure this should be removed and a general pathing algorithm used. The basic logic would be that on wave start and on turret placement, a path would be traversed from the spawners "N" and "S" to the player's core "C". Additionally, any active enemies should also make a pathing check to see if the core is reachable. If a path cannot be made, then there should be no turret placement allowed.
We can probably use A* since it is cell-based and we can just use all level cells as potential positions.
Clear enemies and projectiles on transition to build mode
We should not crash if the kind of spawn to be spawned is missing. It should be cleared when first building the linked list, with an error reported to the console.
We should either use a separate delimiter for "COUNT@TICKS SPAWN" instead of spaces, or just ensure that the spaces can be trimmed elsewhere to ensure crashing does not occur.
Perhaps some maps could be marked endless, where waves continue looping or somehow increase in some definable manner. The maps marked as such would likely be large and open maps.
I wrote a small library some time ago that allows one to mix multiple directories into one aggregate "view", with results being an aggregate of the two, with a priority for one over the other. See https://github.com/kettek/go-multipath
However, since I wrote that, an FS interface abstraction was introduced to go. The embed fs functionality we are using adheres to this, so it may be possible to write a v2 of go-multipath that allows us to read from embed as well one or more actual system directories as if they were one.
This list is a remaster of #2 with more concrete tasks now that we are more than half-way through the jam and have a better understanding of life and the universe around us.
Sprinting can cause some positional disconnects, as it doesn't seem to be transferred. We should add a "Running" field to the move action.
We need to create a super simple tutorial overlay type thing.
Basically, on first game start, or when the player hits F1 or H, an overlay is placed atop the screen. It contains the following:
graphics
physics
pathfinding
datatypes
input
resources
states
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