ECS, Sprites, Ship Upgrades and actual Mining of Asteroids!


Here's what changed since the last time: 

- The game now runs on an Entity Component System. 

- Entities now have a command queue that is triggered for the player entity by shift-right-clicking 

- The command queue for the player entity is displayed as a path. 

- The info panel on the right is now a Preact App that gets data fed via signals. 

- The Upgrade buttons interact with the Game world and upgrade mining and movement speed for the cost of resources. 

- Asteroids have an outline filter applied when the mouse hovers over them 

- Each entity is now wrapped in a container with the possibility to show indicators next to them. 

- I tweaked the "entitiesInRadius" calculation to take the sprite size into account, so it is now more accurate. 

- I added my favorite sprites made by the talented https://opengameart.org/users/tatermand :) and gave the asteroids a random rotation. 

- The placement of the asteroids is now checked against the proximity of already existing asteroids and padded from the world bounds. 

- The project runs on vite with some test coverage and benchmarks (very cool feature!)

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