Day 3, has been for general refactor. Adding a game model which drives all in-game interactions/actions and on-demand enabling of post-effects (explosion).
I am quite happy with the result, but still a couple days away from being able to play the game. I have squandered almost an hour figuring out a problem where the explosion post effect flipped the rendered image vertically. I spent a lot of time looking on the shaders projection matrices, just to realise the problem was in the shader itself, sampling bottom-up #facepalm.
The actions subsystem has shown to be not as robust as I expected. E.g. the use case for actions pre-creating, and reusing them over time was not thought ahead of time. Also the use case where a Node is removed from a container w/o disposing it was missing.
I still need to check on a couple shaders blending mode. I think I could improve them.
What went right:
- Adding a
modelsubstantially improves code readability and usability.
- Shaders model is pretty robust. It can seamlessly interact with the existing WebGL rendering context.
- Easy hook of bubble interactions. Explosion (triggered with more than 8 popped bubbles).
- Bubble souls, have been easily added. One every 4 popped bubbles. Its color matches the bubble selection, and its intensity, the amount of bubbles.
Day 4 plans: work towards actually playing a game.