Closed np-eazy closed 1 year ago
As of PR #48 merge I'll just recomment things to be implemented for convenience.
Add glow/bleed between neighbors, and have GameState make random selections/diffusions a few times each turn
Global board offset for shaking animations
To animate row clears, we can give a Cell a shadow Cell which is rendered without offset until the main cell's xOffset and yOffset are sufficiently low.
Add a set of glidingColors on top of the ColorSuite; each tick the glidingColors interpolate towards the ColorSuite as a target. glidingColors can be used to implement flashes just by setting them on one frame and letting them update in the next ones.
Try to get a fade-out effect when converting a normal to an empty cell so it isn't as abrupt.
(not needed anymore) Different types of cells seem set in stone for now, balance out good design with minimal graphics
(not needed anymore) it's pretty self-explanatory now which direction the piece is falling, arrows and dxn not needed
(not needed anymore) For sake of keeping this in JS we can ditch the particles; there is still so much room for cool graphics without them.
This issue is a scratchpad for planning transitions, animations, particle effects, etc. to make the game more appealing.
When a piece is dropped, it adds to a global shake factor
When a row/block is filled, start from the center and set blocks to shrink/disappear. When disappearing, they turn to particles that represent score
Add a gravity/falling offset to blocks "above"