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robots's Issues

Add gameplay elements

Upcoming features

  • Door tiles
  • Two robots that can throw portals
  • Wall that can, or can't, receive a robot's portal on one of their sides (only one)
  • Tile that only let pass projectiles

Suggestions:

  • Lasers and receptors
  • Tiles that change robot's direction
  • "Tranpolines" (change robot direction too ; Difference ?)

Next level

  • Test if there is a next level
  • Get the next level of a level
  • Load next level from the game

Loading screen

  • Load elements in background
  • Init the scene before it disseapers
  • add the loading screen before removing old scene

Processor

Processor must compute, with a robot id and a direction, all movments

  • Must be stoped by walls

  • Must be lost when enter space

  • Must be destroyed when loop

  • Compute mouvment

  • Return mouvments

  • Move robot in UI

editor: handle back button

on any panel, return to previous panel
on the main panel, show the "exit" dialog
If the exit dialog is already showned, close this dialog

Add somer other buttons

  • A button that is activated only the first time (lever ?)
  • A button that is activated only when a root enter (toogle)

Create state for tiles

State -> is active, or not
Default value is true.
Linked portals must have the same state.

Return button improvments

  • Handle in generic scene script
  • Try to close popups before letting the scene doing anything with the notification

Robots mouvements

  • touch a robot makes arrows to appear
  • touch an arrow moves the robot
  • touching the screen anywhere else makes arrows to disappear (If it is on the robot itself, they disappear, on another robot, the robot's arrows appear. On the GUI, no action)

"Cancel" and "restart" buttons

How many states must the game store ?
Store in a tmp file if there is too many states ?

Create an object that store the differences between two states, in order to be able to restore the first state only with this object and the second state

Add portals

  • Portal tile
  • Easy-to-use link system
  • Add portals to Processor
  • Now, robot can be destroyed when they loop

Level editor

  • User must be able to use every different type of tiles
  • Tiles must be classified by type
  • User can place robots (once per type)
  • User can save the level inside files (user://editor_levels)
  • attach datas to the level (username, creation time)
  • Save and launch level
  • Autosave level
  • Create. save and load level in the editor

Editor: Exit popup

Exit button, or pressing "back" button, will show a popup: "Are-you sure you want to exit the editor and save the level?"

Add buttons

  • Generic button tile (virtual, extends Floor, portal allowed)
  • Simple button: invert state of an object (portal...) when a robot push the button
  • Simple button -> when the robot move out of the tile, state inverted again
  • The first and last cells in processor receive special events

Camera position on board

On a little screen, we can't see the gameboard entirely in the editor: camera center differs from the viewport center

Serialization

  • Get arrays and dictionaries
  • Store in files
  • Load a old game

Robots portals

  • Two robots must have the ability to throw portals
  • magic_wall can receive portal
  • Portals can be placed directly on the magic wall in the editor
  • Maximum one portal of each type

Better system for animations

  • Each game_elements can add a animations
  • Some animations must end before the next step of the move
  • The others must end before the player can control the game again
  • Change "processor" function
  • Use game state
  • Effects and actions only took effect when game state is on "game"

Editor: undo actions

Global code for game and editor
"add_step" must be called from the different panels

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