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Copy pathNotes.lua
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144 lines (135 loc) · 6.06 KB
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X_Figure hunter ai dx
X_Figure shadowLord dx
X_Figure hunter flapping
X_Figure shadowlord flapping
X_Destanstantiate Taxi if egg collected
X_Add collide sound restriction if vulture just collided
X__Add jumping to taxi class
X_Add top collision with platforms to Taxi
X_Add jumping to taxi class only if taxi.y > jockey.y
X_Add blue jockey if bounder is killed
X_Check original game for what jockey is spawned when shadowlord is killed and egg is popped
X_Need to ensure taxi picks up jockey on middle platform in tricky spot
X_Research how scores are calculated in original
X_Sometimes two taxis get animation locked in with one another??
X_Reset midairBonus if vulture tier upgraded
X_Add scoreamount to global table upon egg collection based on eggsCaught
X_Check for appropriate scores upon vulture unseating
X_Ensure midairBonus remains false upon egg hatch
X_Ensure midair bonus increments score, not just renders the bonus
X_raise lava level after wave 1
X_raise bubble pops with lava level
X_Add spawnDelay into Vulture class as parameter
X_Configure vulture class so that SpawnDelay doesnt screw up the vulture spawn render
X_Ensure vulture inherits x and y parameter once out of graveyard
X_Factor Vulture spawns into a function that scales with enemyObjects
X_Add wave 2 spawns
X_Add wave 2 text
X_Fix wonky Vulture to Vulture collision
X_Add corrected side collision for player and retracted groundPlatform
X_Side collision of eggs to retracted platfrom
X_Side collision for vultures and groundPlatform
X_Check ptero timer for correct functioning through waves
X_Retract ground platorm for wave 3+
X_Ensure Correct Placement of platforms and ground with original game
X_Add platform retract only on wave 3
X_Potentially take out ability to kill vultures from behind
X_Ensure player and eggs die at correct lavaheight if they touch lava
X_Add low height vulture jump so they dont die in lava
X_Add successful wave clear to score
X_Add flames burning away groundPlatform
X_Only render plaftorm fire if platform is retracting
X_Populate timesEggHatched with 0s based on enemyObjects in global populates
X_Lava to be just above the burned away platform
X_Get proper wave text delay and vulture spawn time.
X_Add left and right arrow key functionality as well as the h l controls for development purposes
X_Match Lava Heights from famicom version
X_Egg wave, egg on plaform1L, two on platform 2, 1 in tricky corner,1 on 5, two on ground
X_Ensure Eggs in wave 5 dont hatch into Vulture
X_Add wave 6 spawns
X_Move game over to be in low-center position
X_Wave 6 disappears main center platform 2 ?
X_Ensure platform 2 disappears from collidablePlatforms table once it is retracted
X_Add lavatroll animation
X_ REMOVE SPAWNZONEPOINT 2 ONCE PLATFORM2 is RETRACTED!!!!!
X_Change trollGrab.x to track player for frames 1-3
X_How do we wipe away spawn zone point upon platform Retraction considering the render order?
X_DecoupleSprite viewports for twoPlayers
X_Add player2 collision to ptero
X_player2 collision with eggs
X_Player2 respawns
X_Add player1 to player2 collision
X_Add player2 collision with lava, and all platforms
X_player2 collision with vultures
X_Player 2 to jockey collision
X_Add player 2 score
X_add life count in twoplayer mode
X_Wave 8 5 bounder, two hunter
X_Wave 9 5 bounder, two hunter with platform
X_Need to remove platforms from collidable platforms on wave 7
X_Update collidable platforms upon platformRetract
X_Wave 11 spawns
X_Add wave 20 eggs wave
X_Up to wave 20 population
X_Add EGG WAVE text for EggWaves
X_Functionalize EggWave Text Timer
X_Add leaderboard with HighScores
X_Take in user Initials for scores
X_Take out EggWave timers into one shared timer
X_Player1Spawn bug after dying,
X_if twoplayer mode, show both players score at the end, no leaderboard
X_true pause
X_attract mode
X_Finish installing sonicpi for debian
X_Pulseaudio-jackd
X_add and edit all last soundfx
X_Add player to Vulture collision sound == bleep
X_Add player to Egg sound eggair and egg
X_add explode sound
X_add ptero sound
X_add vulture spawns sfx
X_add player respawn sfx
X_Add ptero roar every seven seconds hes alive
X_Cease player1 spawns if gameover
X_explosion sound for both player death and vulture death
X_Fixed double explode sfx bug
X_Show leader board after gameover for 3 seconds
X_Add new game from highscore state, either enter or R
X_legalSpawn function removing unnecessary spawns
X_Add player 2 to legalSpawn function
X_Prevent players from spawning at same spawn point
X_Add appropriate highscores for wave achievements
X_Play with lives at 0
X_Tweak player to vulture top collision to jump a little less high
X_Ensure Hunters are inheriting faster dx than bounder when instantiating
X_Add portal sound on vulture spawn (player spawn?)
X_Add proper high score amounts
X_In two player Mode dont gameover until both players out of lives
X_Test Gameover for twoPlayer Mode
X_Ensure Ptero doesnt deinstatiate when player 1 dies in two player mode
X_Fixed butt pixel for both players
--Optional Debugging
__Add Pause for egg placement, so Eggwave text first, then eggPlacement()
__Functionalize EggWave Spawns
__Put Ptero inits into update function not in wave function
__Come up with better way to check if all enemyObjects.hatched == true
__Ensure Vultures have midair bonus in wave 2
__ Dummy initialization function implement
__Need to assess which Ostrich Collisions can be moved into the class itself to tidy up playState Code
__Death in eggWave advances wave?
__Try and find source of the butt pixel for player 1
-- Next Episode
SCORES
X_Load Dummy Scores if highscores file does not exist
X_Present leaderboard if player score is not higher than tenth score
X_Insert Players score into highscores by looping through values and inserting at proper place
X_How do we shift all remainder values including place field once score is inserted above? --place = place + 1 for every score after player score
Unseating Bounder 500 Unseating Hunter 750 Unseating Shadowlord 1500
Killing Pterodactyl 1000
First Egg 250
Second Egg 500
Third Egg 750
Fourth + Egg 1000
Egg bonus in air 500
SUCCESSFUL WAVE 3000
**Losing mount resets Egg to base Value