linktr.ee/quatricise
quatricise / the-space-game-2 Goto Github PK
View Code? Open in Web Editor NEWDetective story adventure game.
Home Page: https://quatricise.github.io/the-space-game-2/
Detective story adventure game.
Home Page: https://quatricise.github.io/the-space-game-2/
linktr.ee/quatricise
should be merged, otherwise i might have to create two versions of the inventory which sounds like hell
When you mount a weapon, it converts Item into Weapon, and it becomes a much more complex object.
I want weapons to have internal logic, so that adding a new weapon doesn't add anything to the Ship class.
Each weapon will receive mouse and keyboard input, and it will react according to its own logic.
Also, each weapon will exist both as an item and as a weapon, both identified by the SAME string, so "laser_weak" e.g.
what should be changed is the general way that projectiles are loaded,
make this similar to the ship and asteroid class
There needs to be an exporter so that I can use the editor for BOTH visual design and actual structure of the dialogues themselves, without having to remake everything by hand once i have created the good design visually.
I reckon the best way about this is to tweak this on one single example of a conversation, and try to complicate it as much as I can, to stretch the limits of the system.
It's missing a few things:
ability to add rules pertaining to a certain response showing in the in-game list of available responses
some kind of onfinish handler once you pick this response - this should include the ability to change character stats and siding, exchange items, terminate the conversation, and include additional dialogue pertaining to any character involved in the conversation
When connecting two nodes, the responses in the first node don't get updated to point to the target node
The map doesn't need a camera object, just its own zoom function
It seems to happen randomly. Maybe general lag, or maybe some oversight in the code.
I think it's lag, it seems to happen more when there are more objects in the scene
mayber this should be just a specific game.state
i think this is fucking up a lot of things that when I move the mouse some objects which don't exist yet are accessed
just a few features -
move location by mouse and update its coordinates,
hide location from the map,
add new location from a template
i'm polarized about removing a location altogether, could be an issue, i think it's better just to be able to hide them, i want to keep them incase i want them back
I need to standardize it
to get the correct vector for movement to a target you need:
atan2
vectorRotate()
vector.y *= -1
i have no fucking clue,
but its imperative that I write this down somewhere as a utility function or something
this way I can use those type
and name
properties to universally access any item, unless it's super nested, which I hope it won't be...
Everytime you create an object, it gets put into a respective array inside its constructor, but the same object can also exist in game.loc.objects?? i dont fucking know, something needs to change
i think what has to be done is that objects will only exist within ONE context, that is - the location editor, or the game, and they will not be added to additional arrays, this should ensure the total separation between the loc. editor world, and the game world
ships have hull points, asteroids have nothing so far, but they cannot have hull points, so they must have life, but now there are two concepts which are practically identical, yet use a different name, should there be ship health/life?
The database connection could simply be used to store dialogue node id's, so that when creating a new node/response/socket/connection it is consulted with the database so it necessarily creates a unique ID for that item.
Items will not be stored in the database at all, just ID's, hmm, this is kinda broken, it obviously needs to be so that once an item is created, its ID will forever stay the same, so that references to that item don't break, so content (dialogue text, responses, stats, and item changes) needs to be tied to a specific node ID.
also, it could be named 'boosters' or something, which makes more sence imo
seriously, do something with that, watch that old tutorial and decide on something, it doesn't have to be perfect from the start
this obvsly shouldnt stay, i'll optimize this
each rigid can have a collides_with[ ] , also continuous collision with the same object should not inflict hull/object damage,
but each new collision should,
i can also implement speed as a factor, and ships with harder hull can resist low velocity impacts without damage
and the compromise you're making is for your reactor actually, where each ship has a different max reactor power, and that'll drive decision-making because upgrading your engines to max on a crap little ship will leave little room for upgrading other things
like yeah, it's gonna bloat it, but having self-contained logic for every system would be an enormous pain
I think every major component of the game, that is every sub_menu of UI, and game should have their internal input handling, which will be simply triggered through the different event listeners inside input.js
This way concrete logic will not bleed too much across different files and should be easier to keep track of what's doing what, and under what conditions. Good state management should make it easier to isolate logic and make sure that things aren't activating when they shouldn't be
This is for later debunking purposes with AI and stuff
this doesn't have to be solved through the weapons system, that can just be a tiny little object without the necessary weight of adding actual slot { } objects to the system
also this means I can easily show those weapons in the ship view screen
but keep that to a minimum, the only class that'll use pulse shields is ships anyways, so perhaps keeping the methods on the class itself will simplify the code
Currently all windows have a completely separate logic, all UI components like worldmap or dialogue editor or hitbox editor should be linked to some kind of state management system, similarly to the actual game, like, if you open an editor, the game pauses and so on.
i don't know how to do this
i don't want to split logic too much, or duplicate it
but i need just one place to store all location coordinates, not two
so one object needs to have them all, otherwise I'll have to go through every single location just to generate the map
maybe that's what i need to do anyways
What if you actually have 2 states at the same time? like editor_open and dragging_node_point ?
Perhaps the state should be converted to a set of boolean properties which can be turned on or off by various factors
Then you can have editor_open: true and dragging_node_point: true while having paused: true or paused: false
the main principle behind this is to convert part of the current velocity into the direction the ship is facing without losing or gaining too much energy
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