captain-haddock-scotland's Issues
Adjustments
- Add new speed after a certain number of frames
- Add lifebar on top of enemies
Agenda
Monday:
Basic Scenario
- Finish layout in canvas:
- Start board with background, fixed elements and player
- Add movement to player
- Set boundaries
- Set and track score depending on the time you survive the wave of enemies
- Set movement to the enemies
- Set crash condition
- Key to hit enemy
- Range coordinates to catch the hit - easy 0.5
- If you don't press the key what happens? Die or not
- Set 2/3 enemies at once without them covering one another (set spaces for them to randomly appear)
- Set different speeds for each enemy
- Set number of enemies per time
- Set limit of game over when they reach tintin
- Set crash space between elements
Tuesday:
- Adjust a shorter waiting time in the beginning
- Win case 800 frames?
- Adjust restart buttons
- Make HTML go away when the canvas is on
- Check why he is always drunk
- when attack drunk different image
- if the enemies are taking the right number of hit
- if all the bottles will be smaller than the captain
- Deploy
- When going backwards flip the image horizontally
- Set timeout to sober up
Scenario 2
- Add image of drunk haddock fighting
- Add wave of whisky
- Add property to the object DRUNK (boolean)
- Set logic behind crash with whisky
- Make it weaker/stronger depending on how should be his relation with the drink
- Change the strength/ number of hits on the enemies accordingly to the key DRUNK
Scenario 3
- Copy whisky formula
- Create a new parameter -> heart
- Add hearts accordingly to how many times you encounter Nessie
- Nessie should show up rarely in the game
Wednesday:
- Adjust "phases"
- Waves wait are shorter
- Enemies live longer
Scenario 4
- Create a way of showing random coins in the map in a determined time
- When you crash a coin it goes to your wallet
- Create a new parameter of score that will be the wallet instead of time
- Create a scenario where you could win -> ex 1.000 coins
- Create a message for when you win and when you lose
Thursday:
Final Adjustments
- Whisky effects
- Buttons to restart
- Make it more difficult by changing the proportion of closeness to the the enemies
- medium 0.4
- hard 0.3
- Create new levels:
- Speed of enemies
- Waves of enemies
- Less whisky
- Add a crown image next to Tintin
- Start the game when you touch the crown - the wave of enemies will start
- Finish with the small details of layout
- Add responsiveness to the canvas
- Adjust the blinking image
( change from setInterval to RequestAnimationFrame) - Add another image of movement for the player (array to alter between images)
- Resize images
- Adjust size of captain according to the y axis movement
- Add game over picture 'perhaps it's the whisky'
- Add controls image/ text
- Life bar on top of enemies
- Create a way of defining the number of hits taken by the enemies to die (random from 1 - 5)
- Add sounds
- Water takes 1 life
- show score on you won/game over page
- Borders
- Image in you won game over page
- reset timeout
- adjust speed of things
- Adjust levels of difficulty
- Add waters as "bombs"
- waters take 1 life
- Adjust the restart button AGAIN
- adjust images of game over to not show only first case scenario
- adjust top border
- adjust how the song finish or put another song
- adjust margin bottom you won game over page
- bug: it is not always working properly the drunk period after restart
Basic Scenario
Basic Scenario
- create HTML
- define elements
- background
- title
- story
- button
- controls
- bootstrap
- define game page
- link CSS
- bootstrap
- import font
- define general layout
- responsiveness
- link JS
- separe elements in JS
- enemies
- captain haddock
- board-game
- general settings
- create a main JS for calling each function / event
- start game (general setting -> canvas)
- create board + fixed elements
- put player on board
- set one image as a movement of the player
- define when player walking to change image
- define enemies
- create random wave of enemies
- set boundaries
- keep score
- create crash condition
- create fight condition
- set speed of movement
- set click button
- set onkeydown
- set onkeyup
- separe elements in JS
How do I do it?
- make canvas responsive
canvas.width - height (window.innerHTML) - should I use a single image or i can use two to show movement
- Spreadsheet?
- bootstrap to format the html
- write the controls I'm going to use
- Understand if the images are not too heavy
- How to not scroll screen down?!
(add style.display = "none" in the HTML section HTML) - How do I separate classes in different files?
Scenario 5
- add coins/bones/jewellery constructor
- generate wave of items
- add to another measure point
- change score from time to collection
Scenario 2
JavaScript only:
- add whisky constructor
- generate wave of whisky
- keep track of time
- reduce strength or increase number of hits necessary to kill an enemy
- set two images as the player's movement
- crash condition
Scenario 4
- Add bottle of waters that will take life
- Add the images
- Copy the constructor from whisky
- Crash condition
- Takes 1 heart from the captain
- Create wave of bottle of waters
Scenario 3
- add Nessie constructor
- generate wave of nessie
- each time you 'see' her, you get one heart
Project definition
-
Define scenarios
-
Define player
-
Define other elements present in the game
-
Define background - where will that take place
-
Define objectives
-
Define context
Game Over
-
define game over function
-
define messages
-
game over drunk
-
game over normal
-
define case of win
-
set new window with you won
-
image they dancing
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