This is a list of short-term plans for ct.js:
- Multiple copy selection in the room editor.
- Add extends in room editor, that allow to set scale, rotation, and other fields
- Change drawing order in ct.IDE to fully reflect ct.js behaviour (or maybe rewrite it in Pixi?)
- Module support in code completion.
- rework ct.keyboard, ct.mouse into something more abstract — into a mapped input system like seen in Unreal Engine, that also allows to integrate other input methods (like gyroscope, gamepad) with ease. Ideally, there should be a system where a programmer listens to actions, that are described as an aggregation of different inputs, e.g. action "To Left" that combines the "A" key, the arrow button, and gamepad stick or d-pad.
- Moar turorials.
- UI editor.
come up with how to keep catmods updated and easily distributable.Not relevant yet. support Google Fonts in styles editor;You can now add your own ttf fonts to ct.js project, thus Google Fonts are in low priority now.
How You Can Help
- write tutorials! You can create it on your site or send it here, so it will be added to official docs.
- create a module:
- ct.gamepad — similarly to ct.keyboard to support gamepad inputs.
- polygon-* collisions.
Completed and Included into Releases
- Multiple tile selection in the room editor
- WebGL renderer (released in alpha channel);
- Add a module ct.sound.howler which will replace a standard sound API with howler.js, which is a more modern and flexible sound implementation for larger games. This will be a non-breaking change.
- Update keyboard API to conform with modern standards. The current one is deprecated, so await breaking changes.
- Additions to room editor for tiled maps.
- Internal game debugger.
- Collision detection optimizations.
- Environment Querying System