kuspa / rockraiders Goto Github PK
View Code? Open in Web Editor NEW๐จโ๐ญ Clone of an awesome same named game
License: GNU General Public License v3.0
๐จโ๐ญ Clone of an awesome same named game
License: GNU General Public License v3.0
when changing states from level
to main
, we do not clean op our created entites, resulting in weird behavior (#38 ,...)
expand levelgrid by 2 in each direction and fill with unbreakable wall tiles
bounding boxes are genereated in the collection crate, which sets the pivot point to the center of the box.
Our models have their pivot point inthe middle of their bottom, to place them easily at y=0. Thus, the boundingbox is offsettet, when using the entity's transform.
only work with references... otherwise its da horror to handle multiple methodcalls with one storageaccess
create first ui elements
destroy walls on trigger.
side effects:
extra:
much has happened and much can be done better, since we know the framework now
for rotation in 0..4 {
if let Some(result) = util::find_in_vec(&key, &dictionary) {
return (result, 90 * (rotation + 1));
};
remove rotation +1 and change all meshes accordingly
in state update test for clicks, when click look for hovered entity, when it work, then it works ez
when updating surrounded hovered tiles, the hoverhandler seems not to work as intended. Occurs when randomly hovering over tiles while a reveal process is active
create some people, that raid the rocks
they need to be able to
create a base:
statebound resources should be reset on state onstop to not have thousands of unsued resources
Wrapping into options adds boilderplate for read and write access. not doing it seems wrong und unrusty. find a solution
amethyst::UIEvent
implement handle_event() in level (or maybe in util?) when the left mousebutton is clicked to return the clicked entity.
when popping levelstate and loading again, nearly all resources (assetmanager, ...) are reset. thats not necessary. impl onstop and onstart to make use of already existing resources and stop overwrite them
not all tiles are shown by default. only marked tiles in level spec.
whenever a wall tile becomes a ground tile (for whatever reason), reveal all neighbor tiles, that can be accessed now (recursive for neighbor ground tile).
extra: do a little animation, the further the distance, the later the tiles are revealed (just a fade from black to the new tile mesh?)
seems to be randomly chosen by amethyst. need more testing on different machines...
onresume seems to remove the hover texture
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