doodle/TODO.md
Noah Petherbridge cb02feff1d Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
  * They come in four varieties: wall switch (background element, with
    "ON/OFF" text) and three side-profile switches for the floor, left
    or right walls.
  * On collision with the player, they flip their state from "OFF" to
    "ON" or vice versa. If the player walks away and then collides
    again, the switch flips again.
  * Can be used to open/close Electric Doors when turned on/off. Their
    default state is "off"
  * If a switch receives a power signal from another linked switch, it
    sets its own state to match. So, two "on/off" switches that are
    connected to a door AND to each other will both flip on/off when one
    of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
  pixel collisions.
  * Previously, ALL pixels in the level were acting as though solid.
  * Non-solid pixels don't count for collision detection, but their
    attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
  instead of Edit Mode. Updated the title screen menu to add a button
  for playing levels instead of editing them.
* Wrote some documentation.
2019-07-06 18:30:03 -07:00

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# TODO
## Alpha Launch Minimum Checklist
- [ ] Open Source Licenses
- [x] Doodad Scripts: an "end level" function for a level goalpost.
**Blocker Bugs:**
- [ ] Sometimes the red Azulians don't interact with other doodads
properly, but sometimes they do. (i.e. they phase thru doors, don't
interact with buttons or keys).
**UI Cleanup:**
- Doodads Palette:
- [ ] Hide some doodads like the player character.
- [x] Pagination or scrolling UI for long lists of doodads.
**Nice to haves:**
## Release Launch Checklist
**Features:**
- [ ] Single-player "campaign mode" of built-in levels.
- campaign.json file format configuring the level order
- [ ] Level Editor Improvements
- [x] Undo/Redo Function
- [x] Lines and Boxes
- [ ] Eraser Tool
- [ ] Brush size and/or shape
- [ ] Doodad CLI Tool Features
- [ ] `doodad show` to display information about a level or doodad.
- [ ] `doodad init` or some such to generate a default JS script.
- [ ] Options to toggle various states (hidden, hasInventory?)
**Shareware Version:**
- [x] Can't draw or edit doodads.
- [ ] Can only create Bounded maps, not infinite ones.
- [ ] Can play custom maps but only ones using built-in doodads.
- [ ] Can not place custom doodads in maps.
**Built-in Doodads:**
- [x] Buttons
- [x] Press Button
- [x] Sticky Button
- [x] Switches (4 varieties)
- [x] Doors
- [x] Locked Doors and Keys
- [x] Electric Doors
- [x] Trapdoors (all 4 directions)
## Doodad Ideas
In addition to those listed above:
- [ ] Crumbly floor: Tomb Raider inspired cracked stone floor that
crumbles under the player a moment after being touched.
- [ ] Firepit: decorative, painful
- [ ] Gravity Boots: flip player's gravity upside down.
- [ ] Warp Doors that lead to other linked maps.
- For campaign levels only. If used in a normal player level, acts
as a level goal and ends the level.
- Doodads "Warp Door A" through "Warp Door D"
- The campaign.json would link levels together.
- [ ] Conveyor Belt
## New Ideas
- [ ] New Doodad struct fields:
- [ ] `Hidden bool`: skip showing this doodad in the palette UI.
- [ ] `HasInventory bool`: for player characters and maybe thieves. This way
keys only get picked up by player characters and not "any doodad that
touches them"
- [ ] ``
## Path to Multiplayer
* Add a Player abstraction between events and player characters.
* Keyboard keys would update PlayerOne's state with actions (move left, right, jump, etc)
* Possible to have multiple local players (i.e. bound to different keyboard keys, bound to joypads, etc.)
* A NetworkPlayer provides a Player's inputs from over a network.
* Client/server negotiation, protocol
* Client can request chunks from server for local rendering.
* Players send inputs over network sockets.