Skip to content

Some of my requests for the fork.#6

Open
Stingby12 wants to merge 50 commits intomasterfrom
gh-pages
Open

Some of my requests for the fork.#6
Stingby12 wants to merge 50 commits intomasterfrom
gh-pages

Conversation

@Stingby12
Copy link

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.

  1. Fix the level select to make sure if you complete a level, it don't unlock X levels ahead of it. You can try the rob1221 method. [ https://rob1221.itch.io/jump-and-hover ]
  2. Make vebose-logging work like in vanilla PuzzleScript. It's just not the same.
  3. Every time you select a locked level in level select, it plays the startgame sound. You could prevent this to happen, or even better, add a new sound event declaration for this.
  4. Why PuzzleScript don't count Player as player in case-sensitive ? That don't even make any sense...
  5. If the title of a section is so long that it imediatly cuts of, make it so the name moves until it reaches the end of the name.

dario-zubovic and others added 20 commits October 27, 2019 13:04
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>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants