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License: MIT License
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License: MIT License
Add a state machine so entities can react to changes to state such as 'paused', 'moving', 'started', etc.
When the player is firing their engine, it should leave behind a trail of exhaust gases that can be used by enemy ships to track.
The player trails should only be recorded while the player's engines are firing. This will only be for the forward and rear thrusters. The rotational thrusters will not be tracked since they are considered to be too small.
This will be diffuse gas so it will be ghostly, smoky, and be tapered at both ends to represent engine start up and shut down.
To help the user, the ship should project an indicator that represents the velocity vector of the ship. This indicator should help the user see their direction of travel over the next 3-5 seconds, the velocity of travel, and approximate position of the craft in the future.
This will be invaluable when trying to orbit a body as the player can see if their velocity vector will let them successfully orbit the planet.
Currently sprites that are scaled conflict with the intersects method. It will return true for the dimensions prior to either sprite being scaled.
We should probably resize the images to our desired sizes instead of having the library scale them up or down.
The player needs some screen space to show the health of the ship, the attachments and buffs, etc.
Gotta let the enemies patrol and area and pathfind the player once they find them.
Need to create an area of asteroids that the player can fly into to hide from bandits. This is the principle means to avoid bandits while the player is weak in the initial levels so there should be many small and a few large fields to fly into.
The fields should vary in density so that the edges feel diffuse and the centers are dense, but still have enough visibility that we can see the player's ship.
The ship while in the asteroid field needs to take damage. The damage will be light but consistent so that if the player were to stay inside the field for 50 seconds, the ship would be destroyed. This means the ship will take 2% damage every second in the field. Since we will be tuning this feature, the damage needs to be easily changed.
There should be an animation to show they player they are taking damage. Flashes of light were suggested for small meteoroid impacts, and maybe small explosions when thresholds are crossed (player health is 60 to 40 to 20 etc).
The asteroids that make up the field should be animated.
The number of sprites that make up a field should be as few as possible. See if we can keep the animation to tweens that are setup when the field is created rather than something that is updated in the update function.
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