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Signed-off-by: Joseph Mansfield <sftrabbit@gmail.com>
Signed-off-by: Joseph Mansfield <sftrabbit@gmail.com>
Signed-off-by: Joseph Mansfield <sftrabbit@gmail.com>
Signed-off-by: Joseph Mansfield <sftrabbit@gmail.com>
Signed-off-by: Joseph Mansfield <sftrabbit@gmail.com>
The inliner tool uses uglify-js which doesn't support anything later than ES5. Signed-off-by: Joseph Mansfield <sftrabbit@gmail.com>
Signed-off-by: Joseph Mansfield <sftrabbit@gmail.com>
State is restored on undo, restart, or when loading a level after already hitting a checkpoint in that level. We now store the target camera position after every move so that when we do any of those restores, we can go back to the same camera position. That means undo now puts the camera back into the position it was in when you were in that state. Similarly, checkpoints will remember the camera position. Figuring out how to do this nicely also resulted in a neater implementation of hooking into the level load process. Signed-off-by: Joseph Mansfield <sftrabbit@gmail.com>
Since the camera moves some fraction of the distance to the target each frame, it never actually gets there. And it seems that, at least in Chrome, canvas always rounds fractional pixels in one direction. So the camera could be infinitesimally close to the target but still rendered 1 pixel away. To avoid this, we just snap to the target if the camera is less than 0.5 pixels away from the target. Signed-off-by: Joseph Mansfield <sftrabbit@gmail.com>
Signed-off-by: Joseph Mansfield <sftrabbit@gmail.com>
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This is all of my suggestions for this fork. I hope they are easy to program for you. I don't expect to come right now, but I'll be happy if you made one of these changes.