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stargazers's Introduction

CAP 4720 Final Project

To get started, run npm i to install dependencies, then run npm run dev and visit localhost:9000 to view the project.

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theicecreambear avatar armintron avatar ctcuff avatar travismwise avatar marcoperic avatar alexanderlongo avatar md1789 avatar pairjax avatar

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stargazers's Issues

Prevent duplicate collisions

Gameobjects that pass though eachother collide numerous times, once for each frame they collide. We only want to collide once on initial impact.

Logic:
Can be implemented by adding a map to each Physics object that keeps track of what was collided with in the previous frame.

  • If a gameobject collides with another but they already collided last frame (aka in the map), dont do anything.
  • If they didnt collide last frame (aka not in map), do collision logic and add to map.

Finally, do a pass over the map and delete all objects that arent currently colliding this frame to indicate they are no longer colliding.

UI

Add UI "framework" (at this point its fine if its not modular or w.e.)

  • Use a nice, game-like font (monospaced, perhaps)
  • Use colors that go well together
  • Update values that change in real-time (health, score, etc)
  • Make sure its responsive as we don't know what the prof's screen is like

Materials

Includes texture mapping, specularity, ambience, and diffuseness(?)

Input Binding

Provide a class that can take in user input and perform actions based on that input

Input class uses event.key instead of event.code

https://github.com/ctcuff/stargazers/blob/master/src/input.js#L45

event.key returns the key that was pressed including keyboard accelerators. This means that if the user presses the 'a' key with shift also pressed, it will be recognized as 'A' and not 'a'. This can have the side effect of breaking the UFO interaction.

Further, if the user presses the 'a' key, then presses shift (causing the event to trigger 'A' and not 'a'), then lets go of the 'a' key, the ship will still move to the left as the key up event was not fired for the 'a' key.

Shadows (Post Processing)

shadows

  • Create shadow map
  • Apply shadow map
  • Create debug call to render the map
  • Blur map to make resulting shadows smoother

post processing

  • Create Post-processing pipeline
  • Pull bright info from scene
  • Apply blurred bloom to scene

Camera

Class that encapsulates a camera which, specific to our project, looks at a target object: our spaceship

Framework to freeze game

This is useful for both just voluntary pausing and for when the player loses and can choose to restart

Gameplay Interactions

Utilize #15 (input binding) to actually cause game interactions, such as moving the spaceship or shooting projectiles

Loss condition

Lose and allow game restart when the ship collides with a asteroid

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