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javascript-platformer's Issues

Jumping on edge makes player fall

Apparently collision detection interprets the situation as the player coming in from the side so the player is pushed to the side.

Level editor: Editable obstacles

  • One should be able to select obstacles. Selected obstacle should be indicated by e.g. a border, and brought to the front of other obstacles.
  • Re-size selected obstacle by dragging corners.
  • Make copies of selected obstacle

Finite number of lives and start and end screens

  • Add game states GAME_OVER and GAME_COMPLETE with obvious meanings, and write "animation frames" for each
  • Show number of lives left on screen
  • When no more lives left, go to GAME_OVER
  • When last level beaten, go to GAME_COMPLETE

One could do something fancy with the extra lives. E.g. have player token sit in the top corner of the screen and move one of them to the starting location when the level starts.

Level editor: Toolbar

There are so many commands that key bindings are not enough anymore. Make a graphic toolbar.

Could I do it with SVG?

Add license file

Info on possible licenses here.

Also add other GitHub meta files, like CONTRIBUTING.md etc.

Level timing

  • Show a running clock on screen
  • Store level times and show them to the player when game over.

Use GitHub issue tracker for goals/milestones

Or perhaps use issues distributed into projects. Anyways, move them away from the README.

  • Move Gameplay goal I
  • Outline Gameplay goal II
  • Organize rest of issues into gameplay related and other issues

Drop turbo button for now

It is inconvenient with keyboard controls, so at least drop it until gamepad controls have been implemented. Also it adds unnecessary complexity to the mechanics at this point of development.

Level editor: Show player movement in level

Player movement should leave a track on the canvas to ease laying out level.

Should there be a TESTING game state where this happens (and possibly the level editor helper lines are visible?)

Falling/breaking obstacles

This feature would introduce a puzzle aspect to the gameplay. Requires a lot of level editor improvements.

Jumping thrust continues after hitting obstacle.

Hitting the bottom edge of an obstacle early on in a jump should, in addition to zeroing the vertical speed, properly cancel the jump, that is, do not accelerate upwards in subsequent frames.

Clean up code after Goal I

When Goal I is reached, this should be in some sense a ready game. That'll be a good time for some code base maintenance, such as abstracting game state and player state into classes or something.

This requires issue #15

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