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todo
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TODO:
.areaMap
suddendeath
(eldo)
artificial delay
(leon)
-----local lag done for movement and animation and bomb
-----lpf 250 bomb fuse (local player is 1750, remote player is 1500)
-----player death (visual trick, use animation and .5 alpha to make player tp out)
-----player during death animation still picking up powerups
-----problem with death animation (player has queued delayed local updates, which take effect after the player moves outside)
-----fireball logic
(nat)
gui elements for waiting room (need to reflect changes for player)
LATEST CHANGES:
dodgeball done
suddendeath done
bomb limit, done
blastradius, done
movespeed, done
kicker removed
BUGS: // report any bugs here, please include a description and the steps to repro it
*****death animation to outside has input bug
-----sudden death block issue
-----movespeed powerup causes character to get stuck
-----Egg is kickable, but if add collision component, cannot chain explosion
-----Kick egg, then quickly plant another egg, will bug
-----for some reason, Collision component must always be added after everything, otherwise something funny happens
-----see TODO in server\RoomController.js
NAT:
burnt dragon d
fireball pickup (after death), enable button to shoot
fireball animation (before death)
waiting room, playerX selection, ready button, start button
egg crack
directional pad + action button
wingz
side bar (player right, fill up white area)
destructing tiles
GRAPHICS:
fireball - 3 frames (important) d
destructible blocks - 3 frames d
dpad/joystick (important)
button A, B (important)
gui border for padding area d
padding character icon d
padding character hp & powerup
AUDIO:
check this out http://www.bfxr.net/
bgm - looping
pickup powerup - <1s d
kick bomb - <1s *
plant bomb - <1s d
bomb explode - 1s *
spit fireball d
die d
NOTES:
remoteplayers simulated, listen for updates from networkmanager