Open Netherzapdos opened 2 years ago
Player Movement
Nov. 8, 2022
Player Movement
- Finished, however ghost collisions exist. Unfortunately this is a side effect of the MatterJS engine in which it cannot handle such collisions.
- Recommended/possible solution: Arcade Physics may handle it better. Otherwise, a user suggested merging all collisions into one big, singular collision layer to remove intersecting collision tiles where ghost collisions occur.
https://phaser.io/examples/v3/view/tilemap/collision/matter-ghost-collisions
dlist folder needs to be in public, same as the public folder where the new index.html got added when the build version was made using npm run build
PressStart2P font path was wrong in the build version css file
Inventory system
nameOfItemEquipped = true
and then if used for, i.e mining
if (pickaxeIsEquipped == true) { code } else { return }
idk jos an idea
SFL Axolotls Roadmap
Skeleton
[ ] NPC Dialogue Modal (Yes/No)
[ ] Main Menu Transitions https://blog.ourcade.co/posts/2020/phaser-3-fade-out-scene-transition/
[ ] Base Map
[ ] Design webpage
Skeleton 2
Gameplay
[ ] Day Time/Night Time https://www.joshmorony.com/how-to-create-a-day-night-cycle-in-phaser/
[ ] Resource Gathering (Item drops)
[ ] Logic that keeps track of how much time has passed since the first time a plant was planted
[ ] Phaser 3 Sensor (Detect if player is within a certain area/region and play ambient music, change UI, play weather, etc respective to that area/region)
[ ] Map (Custom Markers w/ Distance Trackers)
Gameplay 2
[ ] Building Interactions & Upgrades using Axol Hearts
Misc
[ ] Random Cloud Generator
Phaser 3
Tweens Properties https://rexrainbow.github.io/phaser3-rex-notes/docs/site/tween/
Pointer Events https://rexrainbow.github.io/phaser3-rex-notes/docs/site/touchevents/