Arrow (Concept) - Fly fast, shoot bricks, kill squares.
To build: make
Fly fast, shoot guns, kill squares.
Arrow (Concept) - Fly fast, shoot bricks, kill squares.
To build: make
Adapt the Emitter
class to allow for more gun controls, for instance:
Also the player object should have a collection of guns that map to specific number keys.
Add a basic, loop-able, score to the game. And design the sonic atmosphere with all the blips, beeps, bangs, buzzes, and booms.
The player (arrow) should remain centered while the camera moves about the level. This is partially implemented but the game logic believes the player to be at the origin (instead of where they are initially displayed in the middle of the screen).
Create routines and classes for adding level maps. The player and all other entities should not be able to leave the confines of the game map. Simplistic collision detection will suffice for the moment (i.e. use a hit circle or square).
Fix the rendering engine to allow more "sane" layering. Here are my current thoughts:
setLayer(LAYER_CONSTANT)
vertex()
macro that uses the z value as set by the setLayer
macro.Example Usage:
#define LAYER_BACKGROUND 0.0
#define LAYER_FOREGROUND 1.0
...
setLayer(LAYER_BACKGROUND);
vertex(10, 10); // glVertex3f(10.0, 10.0, 0.0);
setLayer(LAYER_FOREGROUND);
vertex(10, 10); // glVertex3f(10.0, 10.0, 1.0);
The rotation of the main player needs to be based on the mouse and the a
and d
keys should allow for strafing (think FPS style).
Not sure entirely how to get this working well with glut, perhaps just do toroidal wrapping? The "reset to center" method seems a bit busted on my machine at the moment.
The background grid should wrap appropriately as the player explores the game level.
Create a development HUD that allows for the following information to be overlaid onto the game screen:
Probably easiest to get this working with the GLUT Bitmap Font stuff.
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