chore: re-apply Linear-style issue IDs to TODO.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Harald Hoyer 2026-05-06 15:12:16 +02:00
parent 9d80626cc6
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TODO.md
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**1. Core Gameplay Loop & State Management** **1. Core Gameplay Loop & State Management**
* [x] **Player Lives** * [x] **GAL-1: Player Lives**
* [x] Add a `PlayerLives` resource. * [x] GAL-2: Add a `PlayerLives` resource.
* [x] Decrement lives on collision. * [x] GAL-3: Decrement lives on collision.
* [x] Implement player destruction and respawn with temporary invincibility. * [x] GAL-4: Implement player destruction and respawn with temporary invincibility.
* [x] **Game Over State** * [x] **GAL-5: Game Over State**
* [x] Use Bevy's `States` (`Playing`, `GameOver`). * [x] GAL-6: Use Bevy's `States` (`Playing`, `GameOver`).
* [x] Transition to `GameOver` when lives reach zero. * [x] GAL-7: Transition to `GameOver` when lives reach zero.
* [x] Display a "Game Over" message. * [x] GAL-8: Display a "Game Over" message.
* [x] **Scoring** * [x] **GAL-9: Scoring**
* [x] Add a `Score` resource. * [x] GAL-10: Add a `Score` resource.
* [x] Increment score when an enemy is hit. * [x] GAL-11: Increment score when an enemy is hit.
* [x] **Levels/Stages** * [x] **GAL-12: Levels/Stages**
* [x] Add `CurrentStage` and `StageConfigurations` resources. * [x] GAL-13: Add `CurrentStage` and `StageConfigurations` resources.
* [x] Define criteria for clearing a stage. * [x] GAL-14: Define criteria for clearing a stage.
* [x] Advance to the next stage with increasing difficulty. * [x] GAL-15: Advance to the next stage with increasing difficulty.
**2. Enemy Behavior - Formations & Attack Patterns** **2. Enemy Behavior - Formations & Attack Patterns**
* [x] **Enemy Formations** * [x] **GAL-16: Enemy Formations**
* [x] Define target positions for formations (`FormationLayout`). * [x] GAL-17: Define target positions for formations (`FormationLayout`).
* [x] Enemies have an `Entering` state to fly to their position. * [x] GAL-18: Enemies have an `Entering` state to fly to their position.
* [x] Enemies have an `InFormation` state. * [x] GAL-19: Enemies have an `InFormation` state.
* [x] **Enemy Attack Dives** * [x] **GAL-20: Enemy Attack Dives**
* [x] Enemies have an `Attacking` state with different `AttackPattern`s (Swoop, Direct, Kamikaze). * [x] GAL-21: Enemies have an `Attacking` state with different `AttackPattern`s (Swoop, Direct, Kamikaze).
* [x] Periodically trigger random enemies to start an attack dive. * [x] GAL-22: Periodically trigger random enemies to start an attack dive.
* [x] Enemies fire bullets during their dives. * [x] GAL-23: Enemies fire bullets during their dives.
* [x] Enemies are despawned when they fly off-screen after an attack. * [x] GAL-24: Enemies are despawned when they fly off-screen after an attack.
* [x] **Enemy Variety** * [x] **GAL-25: Enemy Variety**
* [x] `EnemyType` enum (`Grunt`, `Boss`). * [x] GAL-26: `EnemyType` enum (`Grunt`, `Boss`).
* [x] Different behaviors, points, and colors based on type. * [x] GAL-27: Different behaviors, points, and colors based on type.
**3. Advanced Galaga Mechanics** **3. Advanced Galaga Mechanics**
* [ ] **Boss Galaga & Capture Beam** * [ ] **GAL-28: Boss Galaga & Capture Beam**
* [x] Create a "Boss" enemy type. * [x] GAL-29: Create a "Boss" enemy type.
* [x] Implement the tractor beam attack logic (`boss_capture_attack` system). * [x] GAL-30: Implement the tractor beam attack logic (`boss_capture_attack` system).
* [x] Player has a `Captured` component when hit by the beam. * [x] GAL-31: Player has a `Captured` component when hit by the beam.
* [x] Boss has a `ReturningWithCaptive` state to go back to the formation. * [x] GAL-32: Boss has a `ReturningWithCaptive` state to go back to the formation.
* [ ] Improve the tractor beam visual effect (currently a simple rectangle). * [ ] GAL-33: Improve the tractor beam visual effect (currently a simple rectangle).
* [ ] **Dual Fighter (Rescuing Captured Ship)** * [ ] **GAL-34: Dual Fighter (Rescuing Captured Ship)**
* [ ] Allow the player to shoot a Boss that is holding a captured ship. * [ ] GAL-35: Allow the player to shoot a Boss that is holding a captured ship.
* [ ] Implement the logic to free the captured ship upon shooting the Boss. * [ ] GAL-36: Implement the logic to free the captured ship upon shooting the Boss.
* [ ] Implement the dual fighter mode (controlling two ships, firing two bullets). * [ ] GAL-37: Implement the dual fighter mode (controlling two ships, firing two bullets).
* [ ] **Challenging Stages** * [ ] **GAL-38: Challenging Stages**
* [ ] Implement a special stage type (e.g., every 3-4 levels). * [ ] GAL-39: Implement a special stage type (e.g., every 3-4 levels).
* [ ] Design and implement intricate flight patterns for enemies that do not shoot. * [ ] GAL-40: Design and implement intricate flight patterns for enemies that do not shoot.
* [ ] Award bonus points for destroying all enemies in the stage. * [ ] GAL-41: Award bonus points for destroying all enemies in the stage.
**4. Polish and User Interface** **4. Polish and User Interface**
* [ ] **Visuals** * [ ] **GAL-42: Visuals**
* [ ] Replace placeholder geometric shapes with actual sprites. * [ ] GAL-43: Replace placeholder geometric shapes with actual sprites.
* [ ] Add explosion animations/effects. * [ ] GAL-44: Add explosion animations/effects.
* [x] Implement a scrolling starfield background. * [x] GAL-45: Implement a scrolling starfield background.
* [ ] **Audio** * [ ] **GAL-46: Audio**
* [ ] Integrate `bevy_audio`. * [ ] GAL-47: Integrate `bevy_audio`.
* [ ] Add sound effects (shooting, explosions, player death, tractor beam, etc.). * [ ] GAL-48: Add sound effects (shooting, explosions, player death, tractor beam, etc.).
* [ ] Add background music. * [ ] GAL-49: Add background music.
* [ ] **UI** * [ ] **GAL-50: UI**
* [x] Display Score, Lives, and Stage in the window title. * [x] GAL-51: Display Score, Lives, and Stage in the window title.
* [ ] Display Score, Lives, and Stage on the screen using `bevy_ui`. * [ ] GAL-52: Display Score, Lives, and Stage on the screen using `bevy_ui`.
* [ ] Implement a High Score system (saving/loading). * [ ] GAL-53: Implement a High Score system (saving/loading).
* [x] Create a Start Menu state with a "Start Game" button. * [x] GAL-54: Create a Start Menu state with a "Start Game" button.
* [ ] Add a "Press R to Restart" message to the `GameOver` screen and implement restart logic. * [ ] GAL-55: Add a "Press R to Restart" message to the `GameOver` screen and implement restart logic.