d-generation-s / tank Goto Github PK
View Code? Open in Web Editor NEWClone of the game cannonhill. This is a hobby open source project based on the monogame framework.
License: MIT License
Clone of the game cannonhill. This is a hobby open source project based on the monogame framework.
License: MIT License
Describe the bug
The projectiles do not deal any damage to the vehicles
To Reproduce
Shoot a vehicle in the game
Expected behavior
Some damage on the vehicle which got a hit
Describe the bug
The terrain is not removed correctly after a projectile did hit the terrain.
To Reproduce
Clone the develop branch after #18 got merged or use the branch of the PR, start the game and press f2
a couple of times to spawn projectiles which will hit the ground. The terrain getting removed by the hits will be wrong from time to time. There are situations where the terrain is not removed at all
Expected behavior
The terrain gets removed inside of the explosion animation.
This is blocked by #6
It would be nice if a player could choose between more than one projectile which behave different. It would be awesome if the projectiles would not only differ in damage but also in behavior or effect.
Thinking about something like
The engine should be a library which is getting includet into the game. This allows a easy usage of the engine for later projects.
Is your feature request related to a problem? Please describe.
Since the new aseprite #60 import is getting finished slowly the animation system should switch to the new data.
Describe the solution you'd like
Use new spritesheet class to load animation data
Describe alternatives you've considered
-.
We should add documents for basic collaburation
Is your feature request related to a problem? Please describe.
Describe the solution you'd like
The version of the build displayed in the corner of the main menu to help with creating bug reports.
#71 could be important for this ticket
It would be a nice addition if we could apply affects to players. As example some kind of acid which damage your vehicle every time your round begins
This effects could be negative or positive. Maybe they could be triggered by getting hit by an projectile or by using some sort of item.
Remove the newtonsoft dependency
Is your feature request related to a problem? Please describe.
Add a system for rendering to the engine library. Add the required components as well.
Required features
Describe the solution you'd like
A default render system usable out of the box
Describe the solution you'd like
Create an animation system in the engine library. The system should work fine togheter with the render system #62 and use the new aseprite import to allow generation for the animation components.
At the moment the game looks really boring since there is nothing in the background at all.
We should add some layers for hills and clouds.
Is your feature request related to a problem? Please describe.
Add the possiblity to use the aseprite json array export to fully descripe spritesheets
Describe the solution you'd like
A way to import those files and be ready to use them right away
It looks like method TakeScreenshot
in class RenderSystem
is not runnins async since nothing is getting awaited.
We should take a look if it is possible to make the method async and rename it to TakeScreenshotAsync
. If it is not possible to make the method async we shold make it sync and remove the missleading keyword
The settings should be reworked as a non static class
The options should be cleaned to keep only what we need.
At the moment it is not possible to include projectiles with different effects
or behavior. To fulfill this requirement it is necessary to rework the class or structure
The GUI system should be changed so that everything is based on the same interface. With this change we could use a single list to store all the different GUI objects.
This will clean up a lot of messy code in the screens.
At the moment the entity classes are so badly written that implementing an AI is extremly difficult. The whole entity structure should be refactored and decoupled for simpler improving later on.
Allow buttons to take a action. This allows to create buttons on the fly without creating a command.
Is your feature request related to a problem? Please describe.
At the moment there is only the entity component system after #18 got merged. I think we will need some kind of screens to represents the menus or the game.
Possible screens
Describe the solution you'd like
We need to think about a good solution to implement screens into the game without breaking the idea of the entity component system.
Additional context
We need to research first how this could be solved "correctly"
Add a new method for the systems which is triggered based on a fixed rate like the the physik system is using
We should rework the lobby that each player can select a vehicle on there own.
There should be an option to enter a player name.
We need some music for the menus and for the game itself
Is your feature request related to a problem? Please describe.
Describe the solution you'd like
A link to the github issue tracker to create a bug ticket if something goes wrong. Should be placed in the main menu and the menu if you pause a game.
Describe alternatives you've considered
Additional context
Describe the bug
Sometimes projectiles are not getting spawend for tanks
To Reproduce
Expected behavior
A projectile is getting spawned with every press of the space bar
Describe the solution you'd like
A build for linux and mac os
Additional context
The whole screen system is messy and badly written. This should be changed to some sort of finite state machine and the interfaces between the entities and the screens should be identical.
Right now the terrain consists of an array with Color as content. This should be changed to a class/struct with mutliple fields.
The new approach would allow to define more data per pixel, such as a type or a hardness. This allows for more interactions with the terrain.
We need some ci action from github to build the game if there is a new push to develop.
We need another action to check pull requests
The physic engine should be able to allow wind in any direction, this would add a lot of possibilities to the game play
There are a lot of classes and files with test for something which should be removed
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