bglga/TODO.md
Harald Hoyer 28e4e53da9 feat: add start menu with interactive button
- Add StartMenu as the default game state
- Create StartMenuUI and StartButton components
- Implement menu UI with BGLGA title and Start Game button
- Add button interaction system with hover effects
- Set up proper state transitions from menu to game
- Update TODO.md to mark task as completed

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-06-27 09:31:03 +02:00

68 lines
3.2 KiB
Markdown

# TODO
**1. Core Gameplay Loop & State Management**
* [x] **Player Lives**
* [x] Add a `PlayerLives` resource.
* [x] Decrement lives on collision.
* [x] Implement player destruction and respawn with temporary invincibility.
* [x] **Game Over State**
* [x] Use Bevy's `States` (`Playing`, `GameOver`).
* [x] Transition to `GameOver` when lives reach zero.
* [x] Display a "Game Over" message.
* [x] **Scoring**
* [x] Add a `Score` resource.
* [x] Increment score when an enemy is hit.
* [x] **Levels/Stages**
* [x] Add `CurrentStage` and `StageConfigurations` resources.
* [x] Define criteria for clearing a stage.
* [x] Advance to the next stage with increasing difficulty.
**2. Enemy Behavior - Formations & Attack Patterns**
* [x] **Enemy Formations**
* [x] Define target positions for formations (`FormationLayout`).
* [x] Enemies have an `Entering` state to fly to their position.
* [x] Enemies have an `InFormation` state.
* [x] **Enemy Attack Dives**
* [x] Enemies have an `Attacking` state with different `AttackPattern`s (Swoop, Direct, Kamikaze).
* [x] Periodically trigger random enemies to start an attack dive.
* [x] Enemies fire bullets during their dives.
* [x] Enemies are despawned when they fly off-screen after an attack.
* [x] **Enemy Variety**
* [x] `EnemyType` enum (`Grunt`, `Boss`).
* [x] Different behaviors, points, and colors based on type.
**3. Advanced Galaga Mechanics**
* [ ] **Boss Galaga & Capture Beam**
* [x] Create a "Boss" enemy type.
* [x] Implement the tractor beam attack logic (`boss_capture_attack` system).
* [x] Player has a `Captured` component when hit by the beam.
* [x] Boss has a `ReturningWithCaptive` state to go back to the formation.
* [ ] Improve the tractor beam visual effect (currently a simple rectangle).
* [ ] **Dual Fighter (Rescuing Captured Ship)**
* [ ] 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.
* [ ] Implement the dual fighter mode (controlling two ships, firing two bullets).
* [ ] **Challenging Stages**
* [ ] Implement a special stage type (e.g., every 3-4 levels).
* [ ] Design and implement intricate flight patterns for enemies that do not shoot.
* [ ] Award bonus points for destroying all enemies in the stage.
**4. Polish and User Interface**
* [ ] **Visuals**
* [ ] Replace placeholder geometric shapes with actual sprites.
* [ ] Add explosion animations/effects.
* [ ] Implement a scrolling starfield background.
* [ ] **Audio**
* [ ] Integrate `bevy_audio`.
* [ ] Add sound effects (shooting, explosions, player death, tractor beam, etc.).
* [ ] Add background music.
* [ ] **UI**
* [x] Display Score, Lives, and Stage in the window title.
* [ ] Display Score, Lives, and Stage on the screen using `bevy_ui`.
* [ ] Implement a High Score system (saving/loading).
* [x] 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.