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spaceshipintrouble's Issues

Add Player HP / Energy

Visually show the players HP / Energy and reduce it whenever the player bumps on the walls or gets hit by the enemies or enemies' projectiles

Add Async Resource Loader

for loading fonts, images, textures, models, maps, sounds, ...

All entity scripts should be able to tell what they need and the resources should get loaded before the level starts. There should be a loading progress, too so the user may see how many items he still needs to download.

Cocoonjs has an api for that - use it :)

Add some Highscore-System

Show bonus points on top of HUD

Receive points for:

  • every enemy destroyed
  • finishing level
  • getting bonus items
  • finishing level fast (time bonus)

Add Entity Management

Something like TTJS in order to activate/deactivate and use entities (gameobjects) this is a pre-step for using enemies.

Build on CocoonJS broken

Cannot call method 'begin' of undefined
at StatsHelper.begin
at ScreenManager._render
at bound

Disable touchevents in touch based browsers

the IE touch has problems with the touchevents -> zooming, performing page-flips, moving the page. We should disable these to allow touch based flight control for the spaceship

Fix Multitouch behavior

by now we only react to the first finger. We need support for multiple fingers simultaneously in order to allow shooting while flying.

Switch to TypeScript (completely)

the goal is to have almost all code in typescript. Some parts already are, some are still missing. This is not a "refactor all at once" task but more a reminder for changing every class I touch into typescript.

This will get closed as soon as all code is typescript :)

Improve performance by clipping unneeded parts of the level

This could improve the performance but doesn't necessarily have to.

We know a lot about the level which three js does not. Especially as we are in a simulated 2d context. Maybe clip the parts we don't need and see if we can win a few frames.

Add second scene for HUD with orthographic view

"useScreenCoordinates" has been dropped from the latest three js releases so we need a second render pass for our hud. I guess this approach is more clean and provides even more possibilities.

Though I'm unsure how to handle font rendering on the HUD yet.

Use CocoonJS native bindings for Box2D

Cocoonjs provides native box2d bindings -> use them if available! Build wrapper around Box2D so we can use both versions without thinking about the context.

Add a basic enemy type

  • awakes when in a certain range (and sight) of the player
  • moves towards / follows player until it reaches a minimum range
  • shoots projectiles vs the player
  • can be destroyed by the players projectiles
  • collides with walls

not yet:

  • it does not use path-/wayfinding

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