-
New
- Menu
- click on / touch the menu items to do things
- HexTile
- piece of a hexgrid
- tree
- should have different shapes that can be generated
- maybe have a numeric season property to determine leaf color
- robot arm
- not super general maybe as far as use in lots of scenes goes
- will probably be super fun to make though
- also lets us get skeletal animation features implemented
- gears
- generate a gear with any number of teeth
- transmission class to match up their rotations?
- customizable teeth?
- fire
- manage a group of flames easily
- add smoke particles
- make a sky with automatic sun, moon, stars, easily controllable clouds
- Menu
-
Improvements
- eye
- option for circular eyelid
- document options somehow
- alphabet
- fix letter morphing
- flame
- i think the flame moving a random distance every interval makes it look stop-and-go
- maybe a constant distance would look nicer
- i think the flame moving a random distance every interval makes it look stop-and-go
- clouds
- i'm sure there's a prettier way to draw them
- clock
- fancier clock hands, numbers instead of blank marks?
- ticking animation
- stars
- twinkling animation
- moon
- doesn't transform properly, center is not where it should be
- a lot of classes should probably use a config object for appearance stuff
- add optional glow for moon, star, and flame
- the moon might need a darker shadow
- eye
- AnimationQueue and HexMoveQueue should probably use the same terminology for push, etc.
- shouldn't vivus work on stars and clouds? not sure why it isn't at the moment
- 3d transform methods (stretch, skew, etc.)
- skeletal animation (joints)
- should be doable with groups inside groups for every successive joint
- make animation helper config parameter object a class (mostly so it's easy to document)
- fix gif and image export
- figure out why svg isn't stretching to fill width
- maybe related to viewbox? seems to preserve aspect ratio
- does the scene need to be paused when the tab loses focus?
- test howler + web audio recorder for audio exporting
- correct animations for time lost during processing?
- when playing in real time, the effect of this is that animations play sliiightly faster than they otherwise would
- not sure if there is any effect when rendering to gif or png