feat: Implement scoring and stage management systems
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2 changed files with 181 additions and 60 deletions
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README.md
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README.md
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@ -47,14 +47,14 @@ nix develop --command bash -c "cargo build"
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* ~~Use Bevy's `States` (e.g., `Playing`, `GameOver`).~~
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* ~~Transition to `GameOver` when `PlayerLives` reaches zero.~~
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* ~~In the `GameOver` state: stop enemy spawning, stop player controls, display a "Game Over" message (using `bevy_ui`), potentially offer a restart option.~~
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* **Scoring:**
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* Add a `Score` resource.
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* Increment the score in `check_bullet_collisions` when an enemy is hit.
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* ~~**Scoring:**~~ **(DONE)**
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* ~~Add a `Score` resource.~~
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* ~~Increment the score in `check_bullet_collisions` when an enemy is hit.~~
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* Consider different point values for different enemy types or hitting enemies during dives later.
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* **Levels/Stages:**
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* Add a `CurrentStage` resource.
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* Define criteria for clearing a stage (e.g., destroying all enemies in a wave/formation).
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* Implement logic to advance to the next stage, potentially increasing difficulty (enemy speed, firing rate, different formations).
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* ~~**Levels/Stages:**~~ **(DONE)**
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* ~~Add a `CurrentStage` resource.~~
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* ~~Define criteria for clearing a stage (e.g., destroying all enemies in a wave/formation).~~
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* ~~Implement logic to advance to the next stage, potentially increasing difficulty (enemy speed, firing rate, different formations).~~
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**2. Enemy Behavior - Formations & Attack Patterns:**
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