From 3520d5122b960d585ec4744a5911019f81e2d507 Mon Sep 17 00:00:00 2001 From: Harald Hoyer Date: Tue, 15 Apr 2025 12:06:22 +0200 Subject: [PATCH] feat: add TODO list for core gameplay loop and enemy behavior mechanics --- README.md | 70 ------------------------------------------------------- TODO.md | 69 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 69 insertions(+), 70 deletions(-) create mode 100644 TODO.md diff --git a/README.md b/README.md index 8b33cbf..869b4fa 100644 --- a/README.md +++ b/README.md @@ -34,73 +34,3 @@ nix develop --command bash -c "cargo build" 2. Clone the repository. 3. Navigate to the project directory. 4. Run the game using the command: `nix develop --command bash -c "cargo run"` - -# TODO - -**1. Core Gameplay Loop & State Management:** - -* ~~**Player Lives:**~~ **(DONE)** - * ~~Add a `PlayerLives` resource (e.g., starting with 3).~~ - * ~~Modify `check_player_enemy_collisions`: Instead of just printing, decrement the lives count.~~ - * ~~Implement player destruction (despawn the player sprite) and respawn logic (maybe after a short delay, with temporary invincibility).~~ -* ~~**Game Over State:**~~ **(DONE)** - * ~~Use Bevy's `States` (e.g., `Playing`, `GameOver`).~~ - * ~~Transition to `GameOver` when `PlayerLives` reaches zero.~~ - * ~~In the `GameOver` state: stop enemy spawning, stop player controls, display a "Game Over" message (using `bevy_ui`), potentially offer a restart option.~~ -* ~~**Scoring:**~~ **(DONE)** - * ~~Add a `Score` resource.~~ - * ~~Increment the score in `check_bullet_collisions` when an enemy is hit.~~ - * Consider different point values for different enemy types or hitting enemies during dives later. -* ~~**Levels/Stages:**~~ **(DONE)** - * ~~Add a `CurrentStage` resource.~~ - * ~~Define criteria for clearing a stage (e.g., destroying all enemies in a wave/formation).~~ - * ~~Implement logic to advance to the next stage, potentially increasing difficulty (enemy speed, firing rate, different formations).~~ - -**2. Enemy Behavior - Formations & Attack Patterns:** - -* **Enemy Formations:** This is a core Galaga feature. - * ~~Define target positions for the enemy formation on screen.~~ **(DONE)** - * ~~Give enemies an `Entering` state/component: They fly onto the screen following predefined paths (curves, waypoints).~~ **(DONE - Basic linear path implemented)** - * Give enemies a `Formation` state/component: Once they reach their target position, they stop and hold formation. **(DONE - Stop implemented by removing FormationTarget)** -* **Enemy Attack Dives:** - * ~~Give enemies an `Attacking` state/component.~~ **(DONE)** - * ~~Periodically trigger enemies in the formation to switch to the `Attacking` state.~~ **(DONE - Random selection after formation complete)** - * ~~Define attack paths (swooping dives towards the player area).~~ **(DONE - Basic swoop towards center implemented)** - * ~~Make enemies fire bullets (downwards or towards the player) during their dives.~~ **(DONE - Downward)** - * After an attack dive, enemies could return to their formation position or fly off-screen. **(Fly off-screen implemented)** -* **Enemy Variety:** - * ~~Introduce different types of enemies (e.g., using different components or an enum).~~ **(DONE - Added EnemyType enum and field)** - * ~~Assign different behaviors, point values, and maybe sprites to each type.~~ **(DONE - Behaviors, points & color based on type)** - -**3. Advanced Galaga Mechanics:** - -* **Boss Galaga & Capture Beam:** - * ~~Create a "Boss" enemy type.~~ **(DONE - Added to Enum, handled in matches)** - * Implement the tractor beam attack (visual effect, player capture logic). - * Player needs a `Captured` state. - * Logic for the Boss to return captured ships to the formation. -* **Dual Fighter (Rescuing Captured Ship):** - * Allow the player to shoot a Boss Galaga attempting to capture or one holding a captured ship. - * Implement the logic to free the captured ship. - * Implement the dual fighter mode (controlling two ships, firing two bullets). This involves significant changes to player control and shooting systems. -* **Challenging Stages:** - * Implement a special stage type (e.g., every few levels). - * Enemies fly in intricate patterns without shooting. - * Award bonus points for destroying all enemies in the stage. - -**4. Polish and User Interface:** - -* **Visuals:** - * Replace placeholder shapes with actual sprites using `SpriteBundle` or `SpriteSheetBundle`. Create distinct looks for the player, different enemy types, bullets. - * Add explosion effects/animations when enemies or the player are destroyed. - * Implement a scrolling starfield background for a more classic space feel. -* **Audio:** - * Integrate `bevy_audio`. - * Add sound effects for player shooting, enemy firing, explosions, player death, capturing, etc. - * Add background music that might change per stage or state (e.g., main gameplay vs. challenging stage). -* **UI:** - * Use `bevy_ui` to display the current Score, Lives remaining, and Stage number on screen during gameplay. - * Display High Score? - * Create a Start Menu state. - -Starting with the Core Gameplay Loop (Lives, Game Over, Score, basic Stages) and then moving onto Enemy Formations and Attack Patterns would likely provide the biggest steps towards a Galaga feel. diff --git a/TODO.md b/TODO.md new file mode 100644 index 0000000..a41b72a --- /dev/null +++ b/TODO.md @@ -0,0 +1,69 @@ +# TODO + +**1. Core Gameplay Loop & State Management:** + +* ~~**Player Lives:**~~ **(DONE)** + * ~~Add a `PlayerLives` resource (e.g., starting with 3).~~ + * ~~Modify `check_player_enemy_collisions`: Instead of just printing, decrement the lives count.~~ + * ~~Implement player destruction (despawn the player sprite) and respawn logic (maybe after a short delay, with temporary invincibility).~~ +* ~~**Game Over State:**~~ **(DONE)** + * ~~Use Bevy's `States` (e.g., `Playing`, `GameOver`).~~ + * ~~Transition to `GameOver` when `PlayerLives` reaches zero.~~ + * ~~In the `GameOver` state: stop enemy spawning, stop player controls, display a "Game Over" message (using `bevy_ui`), potentially offer a restart option.~~ +* ~~**Scoring:**~~ **(DONE)** + * ~~Add a `Score` resource.~~ + * ~~Increment the score in `check_bullet_collisions` when an enemy is hit.~~ + * Consider different point values for different enemy types or hitting enemies during dives later. +* ~~**Levels/Stages:**~~ **(DONE)** + * ~~Add a `CurrentStage` resource.~~ + * ~~Define criteria for clearing a stage (e.g., destroying all enemies in a wave/formation).~~ + * ~~Implement logic to advance to the next stage, potentially increasing difficulty (enemy speed, firing rate, different formations).~~ + +**2. Enemy Behavior - Formations & Attack Patterns:** + +* **Enemy Formations:** This is a core Galaga feature. + * ~~Define target positions for the enemy formation on screen.~~ **(DONE)** + * ~~Give enemies an `Entering` state/component: They fly onto the screen following predefined paths (curves, waypoints).~~ **(DONE - Basic linear path implemented)** + * Give enemies a `Formation` state/component: Once they reach their target position, they stop and hold formation. **(DONE - Stop implemented by removing FormationTarget)** +* **Enemy Attack Dives:** + * ~~Give enemies an `Attacking` state/component.~~ **(DONE)** + * ~~Periodically trigger enemies in the formation to switch to the `Attacking` state.~~ **(DONE - Random selection after formation complete)** + * ~~Define attack paths (swooping dives towards the player area).~~ **(DONE - Basic swoop towards center implemented)** + * ~~Make enemies fire bullets (downwards or towards the player) during their dives.~~ **(DONE - Downward)** + * After an attack dive, enemies could return to their formation position or fly off-screen. **(Fly off-screen implemented)** +* **Enemy Variety:** + * ~~Introduce different types of enemies (e.g., using different components or an enum).~~ **(DONE - Added EnemyType enum and field)** + * ~~Assign different behaviors, point values, and maybe sprites to each type.~~ **(DONE - Behaviors, points & color based on type)** + +**3. Advanced Galaga Mechanics:** + +* **Boss Galaga & Capture Beam:** + * ~~Create a "Boss" enemy type.~~ **(DONE - Added to Enum, handled in matches)** + * Implement the tractor beam attack (visual effect, player capture logic). + * Player needs a `Captured` state. + * Logic for the Boss to return captured ships to the formation. +* **Dual Fighter (Rescuing Captured Ship):** + * Allow the player to shoot a Boss Galaga attempting to capture or one holding a captured ship. + * Implement the logic to free the captured ship. + * Implement the dual fighter mode (controlling two ships, firing two bullets). This involves significant changes to player control and shooting systems. +* **Challenging Stages:** + * Implement a special stage type (e.g., every few levels). + * Enemies fly in intricate patterns without shooting. + * Award bonus points for destroying all enemies in the stage. + +**4. Polish and User Interface:** + +* **Visuals:** + * Replace placeholder shapes with actual sprites using `SpriteBundle` or `SpriteSheetBundle`. Create distinct looks for the player, different enemy types, bullets. + * Add explosion effects/animations when enemies or the player are destroyed. + * Implement a scrolling starfield background for a more classic space feel. +* **Audio:** + * Integrate `bevy_audio`. + * Add sound effects for player shooting, enemy firing, explosions, player death, capturing, etc. + * Add background music that might change per stage or state (e.g., main gameplay vs. challenging stage). +* **UI:** + * Use `bevy_ui` to display the current Score, Lives remaining, and Stage number on screen during gameplay. + * Display High Score? + * Create a Start Menu state. + +Starting with the Core Gameplay Loop (Lives, Game Over, Score, basic Stages) and then moving onto Enemy Formations and Attack Patterns would likely provide the biggest steps towards a Galaga feel.