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clash-attack-sim's Issues

Create Level Builder

MVP

  • Can place building on grid (large squares, no walls yet)
  • Building cannot overlap another building

Non-MVP

Interface

  • Separate interface for Play and Build that can be switched between
  • Layout can be saved and played

Functionality

  • Allow choosing one of many different buildings
  • Limited number of each building
  • Export Layout / Share Layout With Friends

reduce system boilerplate

  • Which frames to run on (every 3, every 5, etc.)
  • Which entities to work on (based on components)
  • Function that returns a list of entities to associate (currently a custom list comprehension inside each system)

Allow choosing which unit to spawn

Currently archers are implemented as a random chance to spawn on left-click. Instead, there should be a choice between spawning an archer or barbarian.

calculate when an attack happens

Currently using modulo of frame-count and an entity's attack-speed, but this makes all entities with the same attack speed attack at the same exact time. Instead, once they get in range, they should set last-attacked to the current frame-count. When frame-count equals last-attacked + attack-speed, attack again and set last-attacked to current frame-count.

performance becoming an issue

With the addition of the attack and health system, performance is getting bad once enough entities are on the stage. Should research and implement basic performance enhancements

hp bars

New entity that shares the hp component of another entity and is positioned at top of it

Copyright Issues

CEASE DEVELOPMENT OF THIS GAME

You are infringing upon the copyrights of one Clash of Clans™© and you have been reported to the authorities.

SWAT TEAMS ARE APPROACHING YOUR LOCATION AS WE SPEAK
DONT FUCK WITH US

Make input system better

I should use an actual input queue instead of just a "click" queue. And when I handle each event, I will have more conditions to check

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