Scott Erickson
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14f3fb6486
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Fixed one last instance of cocoSprite using its resolutionFactor value.
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2014-09-25 14:03:44 -07:00 |
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Scott Erickson
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4b87607599
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Fixed animations where the frame stays the same for periods of time.
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2014-09-25 13:26:05 -07:00 |
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Scott Erickson
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d77b87ed22
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Fixed raster thang types, and level destruction.
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2014-09-25 13:12:47 -07:00 |
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Scott Erickson
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10314b8bfa
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Fixed sprites often disappearing when idle.
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2014-09-25 12:43:51 -07:00 |
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Scott Erickson
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d4b1849eaf
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Fixed one other little thing.
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2014-09-25 12:22:33 -07:00 |
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Scott Erickson
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8fe2ed4438
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Resolved conflicts.
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2014-09-25 10:52:36 -07:00 |
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Scott Erickson
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06b106f42b
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Merged from master.
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2014-09-25 10:52:27 -07:00 |
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Scott Erickson
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c7e7066aef
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Migrating surface to webgl. It sorta works!
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2014-09-25 10:47:53 -07:00 |
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Nick Winter
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9fc7fca528
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Hooked up real-time playback music.
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2014-09-25 10:30:43 -07:00 |
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Nick Winter
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9ea24f4c74
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Added a workaround for Surface resize failure on realtime playback end that Maksym had seen.
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2014-09-25 09:48:14 -07:00 |
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Nick Winter
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2aa274cb2d
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Fixed bugs with Surface fast-forwarding too fast on short levels and rewinding non-instantaneously when rerunning.
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2014-09-24 22:07:55 -07:00 |
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Nick Winter
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b2592aad8c
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Fixed more off-by-one errors in playback ratios. Fixed some clickability problems with the scrubber handle.
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2014-09-24 21:01:58 -07:00 |
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Nick Winter
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b8d59cb179
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Fixed a bug with playback never quite getting to the end.
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2014-09-24 20:25:30 -07:00 |
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Scott Erickson
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358b36c1bf
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Set up custom graphics to be copied from old spritesheets when possible as well.
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2014-09-24 18:47:10 -07:00 |
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Scott Erickson
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fb30f07f2e
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Re-enabled effect marks.
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2014-09-24 18:42:04 -07:00 |
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Scott Erickson
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91f33e49dc
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Re-enabled shadows.
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2014-09-24 17:52:44 -07:00 |
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Scott Erickson
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7f90ed18cc
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Bunch more work on scaling for everything and hit testing for segmented sprites. Also got health bars working again.
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2014-09-24 16:53:38 -07:00 |
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Scott Erickson
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6669a01c14
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Got rid of some cache functions. Set up area of effect animations in the new spriteSheet system.
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2014-09-24 12:08:55 -07:00 |
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Scott Erickson
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c49f894ef2
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Refactored SPRITE_PLACEHOLDER_RADIUS to SPRITE_PLACEHOLDER_WIDTH.
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2014-09-24 10:55:33 -07:00 |
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Scott Erickson
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2cbe498f9a
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Fixed scaling for singular sprites for all cases.
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2014-09-24 09:37:49 -07:00 |
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Nick Winter
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8d6b23274b
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Zoom in on hero during real-time playback.
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2014-09-23 22:10:18 -07:00 |
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Nick Winter
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5397c51819
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Fixed world-threatening typo.
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2014-09-23 18:59:08 -07:00 |
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Nick Winter
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019f634d9f
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Respecting coordinates setting.
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2014-09-23 18:39:52 -07:00 |
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Nick Winter
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c1023b137f
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Better pointing out of submit button when victory is ready.
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2014-09-23 18:21:27 -07:00 |
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Scott Erickson
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16cb596a12
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Set up scaling and mouse events for segmented sprites with container actions.
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2014-09-23 12:08:50 -07:00 |
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Scott Erickson
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5de5d5658e
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Working on SegmentedSprite mouse events, hit tests and scaling.
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2014-09-23 11:37:05 -07:00 |
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Nick Winter
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00e2fc99a2
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Fixed some issues with the sample code.
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2014-09-23 08:58:23 -07:00 |
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Nick Winter
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f3511a5dde
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Fixed another bug with loading heroes between levels.
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2014-09-22 23:01:19 -07:00 |
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Nick Winter
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8640369b26
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Improved solidity of victory modal. Fixed error with empty sound groups in Thang editor.
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2014-09-22 21:50:48 -07:00 |
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Nick Winter
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1b4e75e7e8
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Fix for earned achievement default null worths. Misc other fixes.
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2014-09-22 20:15:51 -07:00 |
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Nick Winter
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de85d8c170
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Split cast button into Run and Submit. Slighted adjusted victory modal for new hero levels. Real-time playbck is now required to beat hero levels. Worked around an error in the delta expansion.
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2014-09-22 14:05:13 -07:00 |
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Nick Winter
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42b52f5593
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No more ThangListView for hero levels. Fixed pluralization of level loading goals when there's only one goal. Fixed default playback state to paused. Started playing ambient dungeon/grass sounds. Fixed bug with goals not showing up at first. Refactored how goals, gold, and flags hide themselves initially. Ignored InventoryView ThangTypes when sorting Components during level serialization.
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2014-09-21 22:10:52 -07:00 |
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Nick Winter
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6cb8a2a019
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Hero always centered in camera in new hero levels when playing and not panning to drag.
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2014-09-21 20:49:45 -07:00 |
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Nick Winter
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600e985259
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Removed Wizards from hero levels. Fixed issues with GameMenuModal width and swapping of hero config. No need to click start with ?dev=true. Hero is always selected in hero levels. GameMenuModal shows up while loading if no heroConfig is detected.
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2014-09-21 20:19:27 -07:00 |
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Nick Winter
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949f4594af
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Showing goals on level loading view.
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2014-09-21 15:52:49 -07:00 |
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Nick Winter
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0d495ba36e
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Press Start to begin playing levels. Fixed #1574.
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2014-09-21 14:35:59 -07:00 |
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Nick Winter
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ae14bd1ced
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Hooked up hero choice from ChooseHeroView and PlayLevelModal. Tried to fix some oddities with achievements. Fixed #1564.
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2014-09-20 15:18:21 -07:00 |
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Scott Erickson
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39b6b9ef84
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Couple remaining refactoring tidbits for the new LayerAdapter.
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2014-09-19 15:46:37 -07:00 |
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Scott Erickson
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3b7ce76d7d
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Refactored WebGLLayer and SpriteContainerLayer/ContainerLayer into a single LayerAdapter class that has a Container or SpriteContainer.
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2014-09-19 15:46:02 -07:00 |
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Scott Erickson
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cc7c65115c
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Renamed WebGLLayer to LayerAdapter.
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2014-09-19 14:59:29 -07:00 |
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Scott Erickson
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fbbfb6c0cc
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Refactored WebGLSprite to SegmentedSprite and SingularSprite, and refactored renderStrategy (container/spriteSheet) to spriteType (segmented/singular).
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2014-09-19 14:56:40 -07:00 |
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Scott Erickson
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3c9b40e8f4
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Set up placeholders for when WebGLSprites don't have their raw data built yet. Not finished yet because of scaling, but will come back to it... Got some refactoring to do first.
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2014-09-19 13:50:14 -07:00 |
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keenanjohnson
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bb8f5c41ba
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#53 Adding more names
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2014-09-19 13:25:48 -05:00 |
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Nick Winter
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6a5f8b810b
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Fixed an issue with infinite loops polling workers who weren't working.
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2014-09-19 08:11:08 -07:00 |
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Scott Erickson
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a99cdfb957
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WebGLLayer now recycles previous sprite sheets, speeding up rendering additional thang types or animations.
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2014-09-18 14:36:05 -07:00 |
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Scott Erickson
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cc76458942
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Normalized the container renderStrategy resolution so that both renderStrategies are the same.
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2014-09-18 13:18:44 -07:00 |
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Scott Erickson
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c7279e68a8
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The whole WebGL system now dynamically renders needed frames when actions it doesn't support get activated.
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2014-09-18 12:19:52 -07:00 |
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Scott Erickson
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0404b94e5e
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WebGLSprites of all types no longer display anything at all if their required data hasn't been rendered.
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2014-09-18 11:56:49 -07:00 |
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Scott Erickson
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b1784a1207
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Had apparently switched the SpriteBoss tests to use a regular Stage instead of a SpriteStage. Switched it back, and fixed a subsequent bug with the Layer responding to Camera events (apparently SpriteStage does not take regX/Y or scaleX/Y into account).
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2014-09-18 11:12:18 -07:00 |
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Scott Erickson
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0b948d4a1e
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Got the SpriteBoss to handle removing sprites again.
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2014-09-18 10:03:13 -07:00 |
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