Closed BrianErikson closed 8 years ago
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I'm still feeling unsure where to start here. Can you help me identify an easy entry-point? Or maybe a good example old/new class to compare? The ones I've looked at so far seem to have little code in common.
Due to the way that Artemis works, the way scenes were working needed to be nixed, as well as how we were doing entity/components. Because of this, the only code that will largely appear the same would be the internal workings of the CA generation (only part that would need to be changed would be how it is rendered).
This is a bit off-topic, but I'm actually a huge fan of the way artemis works, and it opened my eyes to how much cleaner you can make the code due to the unique use of systems/components. You can basically add a component to an entity as a tag of sorts, which will then allow that entity's components to be processed by certain systems. Most of the gameplay logic will be systems that process entities (bags of components). When you get a minute to chat sometime, you can grill me and I can explain how everything works over gitter.
:+1:
We're actually almost done now! All that's left is android input support, CA integration + interaction (player shield, damage, death, etc), sounds, and a few other small odds and ends :). I'm surprised how smoothly it's going so far
Instead of allowing "Control Options", we might just want to allow keybinding for the desktop version, and just hide it for the (more technical) android controls. Just a thought
Artemis branch has been merged
Because crossing things off is fun
Entity
WeaponsShootingDesktopShieldImportBackgroundsThe EdgeBuildingLarge1ImportRift1Rift2ImportCellular Automata
Scene
Scene Transition HandlingTransition between scenesProperly dispose of old scenes during transitionMain MenuSettingsGeneral FunctionalityPause menuTrigger by ESCChange ControlsOut of scopeChange camera paramsStory ModeImport JSON mapEffects
Render in layersBatched Shader RenderingGlow ShaderSound effectsPlayer shootingPlayer damagedCA damagedPower-up pickupWinLoseEvents
Player shootingPlayer damagedLoseShield states/lossPhysicsBuildings ignore other buildingsBox2D doesn't care if statics overlapPlayer collides with objects cleanlyMesh importing from aurelienribon toolToolsJSON map importingMap EditorBox2D functionality conversionSelect objects without a colliderMisc