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View Code? Open in Web Editor NEWA modern remake of Chaos: The Battle of Wizards built using Phaser 3, Vue 3 and Vite.
A modern remake of Chaos: The Battle of Wizards built using Phaser 3, Vue 3 and Vite.
The 'pips' used to show spaces in range are a little difficult to see, especially when objects are on top of or in front of them. Suggest changing this to something more visible, like tinting or overlaying the full tile.
Wizards with shadow form or magic wings should be able to mount provided their target is reachable. The same goes for non-flying units attacking from afar; provided a path to the target can be found, they should be moved into range, then perform an attack to determine the outcome of the final move.
To reduce draw calls, all static graphics should be in a single texture atlas. This should have a decent effect on improving performance.
Need to determine if this works correctly, as it is a common move - i.e., dismounting a horse directly into a magic wood etc.
A lot of the game's state is contained in flags, which is less than ideal, as many (most?) combinations of flags are invalid. This screams 'finite state machine' as a solution (I've heard mention before that games and UI should be practically all driven by FSMs) so let's look at that shall we? There are already several enums (including an unused one on the Piece class) which can be used for this purpose.
Currently every wizard gets their own canvas-backed texture which blits a copy of the wizard template, alters the colours then appends the hat (if relevant). This could be improved in several ways:
The latter seems like it'd be the more efficient of the two, and allow for more flexibility.
Flying units seem to require a clear path to their destination. Not sure why pathing is even being used for flight? This is what happens when you recycle ancient code I guess.
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