Now that moves are a bit more complicated I did a pass at calculating which moves are valid for a given piece. The speed/memory usage on this version is likely higher, but we're dealing with really small numbers of moves so I'm not worried about it. Optimizations should be simple if I look for them. As for the re-architect, we generate a list of possible moves for a piece, check that against some candidates spot, and if it _could_ be a valid move, we do additional checks like if this is a capture, if this is an invalidating move, or if this would "Jump" (which was my main goal with this refactor). |
2 years ago | |
|---|---|---|
| .cargo | 2 years ago | |
| assets | 2 years ago | |
| examples | 2 years ago | |
| lib | 2 years ago | |
| src | 2 years ago | |
| .gitattributes | 2 years ago | |
| .gitignore | 2 years ago | |
| Cargo.lock | 2 years ago | |
| Cargo.toml | 2 years ago | |
| README.md | 2 years ago | |
| RULES.txt | 2 years ago | |
| build.rs | 2 years ago | |
| rust-toolchain.toml | 2 years ago | |
| shell.nix | 2 years ago | |
README.md
TODO
Fix cursor default after menu
'Loading...' screen
Loading bar? Loaded assets / Total number of loading assets
2d+3d Gameplay
Update piece board index when board changes.
Update piece location based on BoardIndex.
2d gameplay
Debug gizmos
Determine valid moves.
Menu: Credits
Turns + Manual 2 player.
Ownership based on placement + color based on placement.
3d gameplay
Hitboxes for pieces and tiles
Select piece when clicked on
Put down piece on tile
Select piece in 3d 3d hitbox
Pick up + Put down
Gravity for moving piece
Visual flare for possible moves
AI
RandoAI
Menu: Local 2 Player / Play Against RandoAI
Menu: Settings + Settings State: Audio Volume(s), Windowing
packaging
Need to set LD_LIBRARY_PATH (linux) and PATH (windows) to a local folder containing the fmod .so and .dll files respectively.
Package web version with WASM libraries
Linux: https://appimage.org/ Windows:
FMOD PR:
- Sane default for CARGO_MANIFEST_DIR
- Linux library instructions