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oh-no-ufo's Issues

EnemyController Implementation

  • func addEnemyShips, func addUFO, func movePattern1 are all too involved with each other
  • EnemyController must be designed such that it can easily create many enemy patterns with just constructor input

Non Gameplay UI/UX

Menu Design

  • Cook up some non gameplay UI/UX to wrap the game itself
  • Wireframe

Implementaren

  • Welcome Screen
  • Level selection
  • Ship Selection

Implement Particles

Implement

  • Movement
  • Damage
  • Blasting (released with laser/shot or not)
  • Collision between enemies?

Gameplay UI/UX

Decisions

  • Minimap
  • Score
  • Lives / Damage --- Both?
  • What Else?

Decide On Particle Use

Decide on where to use particles

  • Movement
  • Damage
  • Blasting (released with laser/shot or not)
  • Collision between enemies?

SCNNode Subclass

SCNNode is not sufficient in this app, there is no UUID

SCNNode will need to be subclassed to add some identification about which wave it is in and so on

this subclass will be used everywhere instead of SCNNode

The main reason for this is in the physics contact observer, there is no way to trace the enemy back to the enemycontroller

OR

SCNNode docs need to be investigated maybe this is possible and I don't know it

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