TODO Planning

selection-refactor
Elijah Voigt 2 years ago
parent f904945a05
commit ca07ec8da0

@ -1,20 +1,24 @@
# TODO # TODO
## 2d gameplay 'Loading...' screen
Loading bar?
Loaded assets / Total number of loading assets
## 2d+3d Gameplay
Update piece board index when board changes.
Background music audio. Update piece location based on BoardIndex.
Pick up, put down. ## 2d gameplay
Audio for pick up/put down.
Debug gizmos
Determine valid moves. Determine valid moves.
Menu: Menu:
Start, Credits, Quit Credits
Start -> Gameplay
States: Loading, Gameplay, Menu, Credits, Quit
Gameplay + Escape -> Overlay Menu
Menu audio
Turns + Manual 2 player. Turns + Manual 2 player.
@ -22,7 +26,11 @@ Ownership based on placement + color based on placement.
## 3d gameplay ## 3d gameplay
Import GLTF assets and use them for drawing pawn, drone, and queens. Hitboxes for pieces and tiles
Select piece when clicked on
Put down piece on tile
Select piece in 3d Select piece in 3d
3d hitbox 3d hitbox

@ -201,6 +201,12 @@ fn initialize_board(sprite_sheet: Option<Res<SpriteSheet>>, mut commands: Comman
/// JUST RE-DRAW ANY ENTITY WITH A CHANGED BoardIndex!! /// JUST RE-DRAW ANY ENTITY WITH A CHANGED BoardIndex!!
/// INITIALIZE THE STARTING BOARD, THEN JUST UPDATE CHANGED BOARDINDEX!!! /// INITIALIZE THE STARTING BOARD, THEN JUST UPDATE CHANGED BOARDINDEX!!!
/// GOD YOU ARE SO DUMB. /// GOD YOU ARE SO DUMB.
///
/// OK so that won't quite work because we want the 2d/3d states to stay in sync.
/// We can figure some way of diffing the board though.
///
/// I mean we can still have a system that sets the location based on index changes.
/// But the index changes can be the _only_ change we make in the update_board method.
fn draw_board( fn draw_board(
board: Option<Res<Board>>, board: Option<Res<Board>>,
sprite_sheet: Option<Res<SpriteSheet>>, sprite_sheet: Option<Res<SpriteSheet>>,

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