- Behavior "create" method
- Behavior creation utils
- remove "utils" from behavior
- Preloading master sprites
- Initialize behaviors for cloned sprites
- Git organization
- Git branches (master, devo, feature branches)
- Github issue tracking
- Better documentation
- Code
- Commented code added for clarity
- Commented code removed for clarity
- GitBook/markdown overall documentation
- Updated README
- Guide on how it works (so others could help build the engine)
- Guide on how to use it (so others can make games with the engine)
- API Documentation for the different behavior utils
- Assets folder structure
- Game state structure
- Additional tips for friends not used to using node, ES6, React, or functional programming
- Code
- Behavior updates
- More util functions for Sprites
- Behavior initialization
- Behaviors that only need to run initially? (Possible "onstart" attribute separate from behaviors, or behaviors that remove themselves)
- Self-terminating Temporary behaviors ("effects")
- Behavior game-dev-level compilation
- Behaviors React-style JSX?
- Behaviors for Maps and Game
- Sprite hasBehavior
- Behavior while paused
- behavior-utils chaining?
- HTML Sprites
- Sprites created using normal html rather than sprite json
- Physics
- Collision checking behavior
- Sprite Groups
- Collision Lists
- Sprites locked to viewport (ghost collision only)
- Narrow collision engine
- ignoreCollision
- Box - Box
- Circle - Box
- Circle - Circle
- Optional draw collision
- Collision information for the map
- Collision lists
- Packaging
- Package game as executable?
- Ops
- Error handling for load/save operation when file not found
- yage ide (name?) to help create the "assets" object for different games
- example game that runs on yage
- Narrow collision engine: vectors
- Box - Vector
- Circle - Vector
- Vector - Vector
- Creating sprite from screenshot
- Figure out that weird "scale" function and how it should be placed.
- Bug with screepshot op and flipped images being clipped wrong near the edges. Try to get resolved with html2canvas first, but if not, do a work around.
- If I haven't already done it, remove the update function from the ui
- If I haven't already done it, stop templated sprites from trying to name themselves in init/sprite
- Multiple maps on one screen?
- JSDocs?
- ClojureScript?
- Other languages for behaviors?
- Some sort of macro so that behaviors can be written without having to save the state changes separately each time
- Behaviors pulled to centralized place
- Music/Audio soundboards to preload sounds
- Audio SFX played using cloneNode(true).play() (using ops system) from sound boards rather than node creation