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-rw-r--r--design/notes.txt35
1 files changed, 32 insertions, 3 deletions
diff --git a/design/notes.txt b/design/notes.txt
index dabdd19..ecd9a30 100644
--- a/design/notes.txt
+++ b/design/notes.txt
@@ -1,13 +1,12 @@
tasks: (date)
+[ ] implement healing beam (issued on 24:02:21)
[ ] implement net hud and minilobby (issued on 18:02:21)
[ ] implement brain behaviour (issued on 18:02:21)
[ ] implement lobby cost constraints (issued on 18:02:21)
[ ] implement edit unit directly (issued on 18:02:21)
[ ] implement persistent settings ini (issued on 18:02:21)
[ ] implement stats hud view (issued on 18:02:21)
-[ ] implement move animation (issued on 18:02:21)
-[ ] implement fire animation (issued on 18:02:21)
[ ] implement explosions (issued on 18:02:21)
[ ] design 3d units (issued on 18:02:21)
[ ] design 3d map tiles (issued on 18:02:21)
@@ -16,6 +15,8 @@ tasks: (date)
[ ] implement sound (issued on 18:02:21)
+[x] implement fire animation (issued on 18:02:21, done on 24:02:21)
+[x] implement move animation (issued on 18:02:21, done on 24:02:21)
[x] implement army hud view (issued on 18:02:21, done on 22:02:21)
[x] implement naming template and army (issued on 18:02:21, done on 22:02:21)
[x] implement cost function (issued on 18:02:21, done on 20:02:21)
@@ -27,6 +28,7 @@ tasks: (date)
[x] implement augment calculations (issued on 18:02:21, done on 18:02:21)
[x] implement augment hud view (issued on 18:02:21, done on 18:02:21)
+
bugs:
[ ] symmetric integration (found on 18:02:21)
@@ -54,8 +56,35 @@ view from 18:02:21 to the end:
details:
+implement fire animation:
+ istantaneous: shot fxs and explosions are with their own timing
+ get an fx module -> bullets, damage, aoe explosions
+ spawn fxs at evenly spaced times throughout the turn
+ uneven salvo? (small random delay?) -> maybe
+ bullet travel <= time btw last shot and start of next turn
+ calculate target position by interpolating
+ when needed spawn explosion
+ what is a bullet? sprite? line? -> for now a line
+
+
+
+implement move animation:
+ interpolate from prev turn to current turn linerarly
+ modify unit.pos? do it in gst_render.
+ order of operations: m0, f0, m1, f1, m2, f2, ...
+ transitions: m0->m1 while f0, m1->m2 while f1, ...
+ at turn k:
+ k-1 m and f have to be available
+ at time t, timeof(k-1) < timeof(k) < t:
+ t is between k and k+1
+ render animated position from m(k-1) to m(k), fire f(k-1)
+ need army snapshot from k-1 and from k
+ the one from k is the current state at t
+ the one before has to be saved somewhere -> army position buffer
+-> done, little testing
+
implement naming army -> done
-implement naming template -> almost
+implement naming template -> done
implement stats hud view:
? stats have to include individual weapon cooldowns and damage, what to do