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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TODO.md
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TODO.md
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@ -2,67 +2,67 @@
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**1. Core Gameplay Loop & State Management**
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* [x] **Player Lives**
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* [x] Add a `PlayerLives` resource.
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* [x] Decrement lives on collision.
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* [x] Implement player destruction and respawn with temporary invincibility.
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* [x] **Game Over State**
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* [x] Use Bevy's `States` (`Playing`, `GameOver`).
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* [x] Transition to `GameOver` when lives reach zero.
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* [x] Display a "Game Over" message.
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* [x] **Scoring**
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* [x] Add a `Score` resource.
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* [x] Increment score when an enemy is hit.
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* [x] **Levels/Stages**
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* [x] Add `CurrentStage` and `StageConfigurations` resources.
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* [x] Define criteria for clearing a stage.
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* [x] Advance to the next stage with increasing difficulty.
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* [x] **GAL-1: Player Lives**
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* [x] GAL-2: Add a `PlayerLives` resource.
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* [x] GAL-3: Decrement lives on collision.
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* [x] GAL-4: Implement player destruction and respawn with temporary invincibility.
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* [x] **GAL-5: Game Over State**
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* [x] GAL-6: Use Bevy's `States` (`Playing`, `GameOver`).
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* [x] GAL-7: Transition to `GameOver` when lives reach zero.
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* [x] GAL-8: Display a "Game Over" message.
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* [x] **GAL-9: Scoring**
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* [x] GAL-10: Add a `Score` resource.
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* [x] GAL-11: Increment score when an enemy is hit.
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* [x] **GAL-12: Levels/Stages**
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* [x] GAL-13: Add `CurrentStage` and `StageConfigurations` resources.
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* [x] GAL-14: Define criteria for clearing a stage.
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* [x] GAL-15: Advance to the next stage with increasing difficulty.
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**2. Enemy Behavior - Formations & Attack Patterns**
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* [x] **Enemy Formations**
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* [x] Define target positions for formations (`FormationLayout`).
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* [x] Enemies have an `Entering` state to fly to their position.
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* [x] Enemies have an `InFormation` state.
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* [x] **Enemy Attack Dives**
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* [x] Enemies have an `Attacking` state with different `AttackPattern`s (Swoop, Direct, Kamikaze).
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* [x] Periodically trigger random enemies to start an attack dive.
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* [x] Enemies fire bullets during their dives.
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* [x] Enemies are despawned when they fly off-screen after an attack.
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* [x] **Enemy Variety**
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* [x] `EnemyType` enum (`Grunt`, `Boss`).
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* [x] Different behaviors, points, and colors based on type.
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* [x] **GAL-16: Enemy Formations**
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* [x] GAL-17: Define target positions for formations (`FormationLayout`).
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* [x] GAL-18: Enemies have an `Entering` state to fly to their position.
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* [x] GAL-19: Enemies have an `InFormation` state.
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* [x] **GAL-20: Enemy Attack Dives**
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* [x] GAL-21: Enemies have an `Attacking` state with different `AttackPattern`s (Swoop, Direct, Kamikaze).
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* [x] GAL-22: Periodically trigger random enemies to start an attack dive.
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* [x] GAL-23: Enemies fire bullets during their dives.
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* [x] GAL-24: Enemies are despawned when they fly off-screen after an attack.
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* [x] **GAL-25: Enemy Variety**
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* [x] GAL-26: `EnemyType` enum (`Grunt`, `Boss`).
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* [x] GAL-27: Different behaviors, points, and colors based on type.
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**3. Advanced Galaga Mechanics**
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* [ ] **Boss Galaga & Capture Beam**
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* [x] Create a "Boss" enemy type.
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* [x] Implement the tractor beam attack logic (`boss_capture_attack` system).
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* [x] Player has a `Captured` component when hit by the beam.
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* [x] Boss has a `ReturningWithCaptive` state to go back to the formation.
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* [ ] Improve the tractor beam visual effect (currently a simple rectangle).
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* [ ] **Dual Fighter (Rescuing Captured Ship)**
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* [ ] Allow the player to shoot a Boss that is holding a captured ship.
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* [ ] Implement the logic to free the captured ship upon shooting the Boss.
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* [ ] Implement the dual fighter mode (controlling two ships, firing two bullets).
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* [ ] **Challenging Stages**
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* [ ] Implement a special stage type (e.g., every 3-4 levels).
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* [ ] Design and implement intricate flight patterns for enemies that do not shoot.
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* [ ] Award bonus points for destroying all enemies in the stage.
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* [ ] **GAL-28: Boss Galaga & Capture Beam**
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* [x] GAL-29: Create a "Boss" enemy type.
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* [x] GAL-30: Implement the tractor beam attack logic (`boss_capture_attack` system).
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* [x] GAL-31: Player has a `Captured` component when hit by the beam.
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* [x] GAL-32: Boss has a `ReturningWithCaptive` state to go back to the formation.
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* [ ] GAL-33: Improve the tractor beam visual effect (currently a simple rectangle).
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* [ ] **GAL-34: Dual Fighter (Rescuing Captured Ship)**
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* [ ] GAL-35: Allow the player to shoot a Boss that is holding a captured ship.
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* [ ] GAL-36: Implement the logic to free the captured ship upon shooting the Boss.
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* [ ] GAL-37: Implement the dual fighter mode (controlling two ships, firing two bullets).
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* [ ] **GAL-38: Challenging Stages**
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* [ ] GAL-39: Implement a special stage type (e.g., every 3-4 levels).
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* [ ] GAL-40: Design and implement intricate flight patterns for enemies that do not shoot.
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* [ ] GAL-41: Award bonus points for destroying all enemies in the stage.
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**4. Polish and User Interface**
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* [ ] **Visuals**
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* [ ] Replace placeholder geometric shapes with actual sprites.
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* [ ] Add explosion animations/effects.
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* [x] Implement a scrolling starfield background.
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* [ ] **Audio**
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* [ ] Integrate `bevy_audio`.
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* [ ] Add sound effects (shooting, explosions, player death, tractor beam, etc.).
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* [ ] Add background music.
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* [ ] **UI**
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* [x] Display Score, Lives, and Stage in the window title.
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* [ ] Display Score, Lives, and Stage on the screen using `bevy_ui`.
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* [ ] Implement a High Score system (saving/loading).
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* [x] Create a Start Menu state with a "Start Game" button.
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* [ ] Add a "Press R to Restart" message to the `GameOver` screen and implement restart logic.
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* [ ] **GAL-42: Visuals**
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* [ ] GAL-43: Replace placeholder geometric shapes with actual sprites.
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* [ ] GAL-44: Add explosion animations/effects.
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* [x] GAL-45: Implement a scrolling starfield background.
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* [ ] **GAL-46: Audio**
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* [ ] GAL-47: Integrate `bevy_audio`.
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* [ ] GAL-48: Add sound effects (shooting, explosions, player death, tractor beam, etc.).
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* [ ] GAL-49: Add background music.
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* [ ] **GAL-50: UI**
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* [x] GAL-51: Display Score, Lives, and Stage in the window title.
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* [ ] GAL-52: Display Score, Lives, and Stage on the screen using `bevy_ui`.
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* [ ] GAL-53: Implement a High Score system (saving/loading).
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* [x] GAL-54: Create a Start Menu state with a "Start Game" button.
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* [ ] GAL-55: Add a "Press R to Restart" message to the `GameOver` screen and implement restart logic.
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