koterra / strafe-overdead Goto Github PK
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License: BSD 3-Clause "New" or "Revised" License
not visible on mobile,
will have two areas for setting keybinds: one for controllers and one for keyboard/mouse
will not have anything to do with UI controls, those being standfardized to arrows/enter/backspace/clicks and controller counterparts
https://libgdx.com/wiki/graphics/querying-and-configuring-graphics
should include settings for:
a stage wchich changes between menus and updates all the ui
implement methods for camera to:
https://www.youtube.com/watch?v=hCiqh6cG7gE&ab_channel=ConnerAnderson
https://libgdx.com/wiki/preferences
https://www.youtube.com/watch?v=ce6fTGXeTz8&list=PLl-_-0fPSXFfHiRAFpmLCuQup10MUJwcA&index=8&ab_channel=Raeleus
will have three sections/menus :
basic movement, attacks and all that
If for example in the settings menu the resolution or the window mode is changed, those things can only be modified when the app starts by loading configs from preferences, so the app has to restart after settings are saved
Contact Filter bitmasks have to be chosen in a pattern that works for all types of fixture interactions (ex. detector-detector, detector-footprint, sensor-sensor, collision-sensor, collision-collision etc)
We need the UI views to be transparent and blur the background, simillar to how windows start menu works
we can use masking with a blur shader
https://youtu.be/qDKmcNFFFng
adding a forced persepective z axis so that entities can travel the world on slopes, jump on various elevation levels of terrain , walk behind elevated terrain
Modify RenderingSystem and TiledMapRenderer torender entities above or underneath layers that have different elevation levels
when changing languages, old i18nbundles should be disposed of
bundles should not be loaded without the assetmanager
this should include:
When the camera position is updated, the textures are jittering and there is tearing between tiles. This might be due to small decimal differences that occur when interpolation is applied on the camera position
currently only the english alphabet works
the physics step should be fixed si it is disconnected from the fps
rendering sprites should be interpolated between previous position and the next body position
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