Commit graph

219 commits

Author SHA1 Message Date
Scott Erickson
66af855497 Merge branch 'master' into feature/thangload 2014-05-13 10:27:10 -07:00
Scott Erickson
1d88b6eefe Most of the way there getting it to work with loading thang types dynamically throughout the play view. 2014-05-13 10:26:33 -07:00
Nick Winter
2eefdef191 Working on matching Surface paused state to the pause screen. 2014-05-12 15:54:07 -07:00
Nick Winter
78a0efac78 Fixed long words in Labels and empty GoldView. 2014-05-12 15:03:53 -07:00
Nick Winter
1a5e30d5b5 Dynamic Canvas sizing. 2014-05-12 13:28:46 -07:00
Nick Winter
1aa72541ff Merged master into feature/thangload. 2014-05-12 09:57:31 -07:00
Nick Winter
74ef9bc987 Experimental support for preloading worlds when we would have autocast if manual cast is on. 2014-05-11 17:42:32 -07:00
Scott Erickson
f1de2ca8d9 Brought the canvas size down again because it halves the FPS in Firefox at least. 2014-05-09 16:35:10 -07:00
Nick Winter
df88be1ab1 Merge branch 'master' of https://github.com/codecombat/codecombat 2014-05-09 15:07:55 -07:00
Nick Winter
6040d3b225 Shouldn't use much CPU when totally paused on Surface. 2014-05-09 15:07:30 -07:00
Michael Schmatz
f05af0fbe7 Merge branch 'master' of https://github.com/codecombat/codecombat
Conflicts:
	app/assets/javascripts/workers/worker_world.js
2014-05-09 14:50:08 -07:00
Michael Schmatz
66cc427417 Forward simulation optimization 2014-05-09 14:48:43 -07:00
Nick Winter
a74d015d18 Fixed a couple minor bugs. 2014-05-09 14:30:33 -07:00
Nick Winter
589410ed8e Merged master into feature/thangload. 2014-05-09 12:56:58 -07:00
Nick Winter
ca8d5c1f3b Stop bobbing and more marks when world ended. 2014-05-06 11:02:53 -07:00
Scott Erickson
aee90c72bb Most of the way there with the raster images. Just need to figure out loading with PreloadJS and the SuperModel. 2014-05-02 17:03:30 -07:00
Scott Erickson
06bc96d7d0 Set up the level loader to get thangtype names first, then load the thang types themselves so the world can be generated in parallel with thang type loading and rendering. 2014-05-02 10:31:20 -07:00
Nick Winter
0f33bae1f1 Hid level done button better. Avoiding building wizard sprite when not needed. 2014-05-01 14:36:26 -07:00
Nick Winter
04d74fb76f Fixed bug with scale not updating properly when paused. 2014-04-29 16:04:30 -07:00
Nick Winter
bea0589fad Fixed #935. 2014-04-29 15:31:18 -07:00
Nick Winter
aea49cc27f Fixed bobbing. 2014-04-28 18:36:46 -07:00
Nick Winter
b954e70d85 Let's try 30 FPS. Fixed Surface destruction bug. 2014-04-28 17:06:43 -07:00
Nick Winter
0b947dbeee Let's try 30 FPS for a while now. 2014-04-28 16:41:18 -07:00
Nick Winter
bd3c059c2a Several performance improvements based on profiling. 2014-04-28 16:31:51 -07:00
Nick Winter
fc6ad1dd01 Properly tracking first-frame team gold. Slightly more visible team gold on hover. 2014-04-27 20:11:11 -07:00
Nick Winter
a7179ae3b2 Fixed some more gold view stuff. 2014-04-27 15:33:16 -07:00
Nick Winter
2a2ddd068e Separate isSelectable from inThangList. Mouse wheel all the way in/out. bountyGold shows up as gold. Moved say Labels to mouth offset from aboveHead offset and obey sprite rotation. Don't link projects to example.com. 2014-04-24 14:23:15 -07:00
Scott Erickson
e8da248302 Made the level editor not break when using units that are incomplete. 2014-04-22 10:39:15 -07:00
dpen2000
eae2ba6913 Fix #736 Invisible thangs still have shadows 2014-04-15 18:32:29 -04:00
Nick Winter
03df078d5a Couple job profile fixes. 2014-04-15 08:39:18 -07:00
Nick Winter
1239617bd4 Fixed browser majorVersion detection for Safari. Adjusted range radius property regexp. 2014-04-14 16:34:11 -07:00
Nick Winter
7fcff825a8 Fixed #310 by tweaking the styling to emphasize stroke over fill. 2014-04-13 16:42:21 -07:00
Nick Winter
8df80ad1bc Merged AKeeper's ru.coffee additions, taking into account M-r-A's suggestions. 2014-03-30 13:33:21 -07:00
Nick Winter
cf81d51a89 Fixed #46. 2014-03-28 15:23:12 -07:00
Nick Winter
62f2fe80c3 Updated CoordinateDisplay styles; fixed #10. 2014-03-28 11:55:24 -07:00
kgy01
29aad01697 hide Arrow and Spear if buried use ['Arrow', 'Spear'] for condition 2014-03-25 08:48:26 -04:00
kgy01
a420064bc1 hide spear's shadow if buried 2014-03-25 08:31:38 -04:00
kgy01
3cc422a281 Merge remote-tracking branch 'upstream/master' 2014-03-25 08:10:30 -04:00
kgy01
c48863fae6 Hide arrow's shadow if buried 2014-03-25 08:06:37 -04:00
Scott Erickson
2c329a256f Removed all the setting properties to null in destroy methods that don't need them since destroy nullifies all properties. 2014-03-24 14:42:56 -07:00
Scott Erickson
f55cef5ced Merge branch 'migrateBBevents' of https://github.com/Shrihari/codecombat into Shrihari-migrateBBevents 2014-03-24 10:38:57 -07:00
Shrihari
0160538b44 More migrations 2014-03-24 22:28:34 +05:30
Akaza Akari
3e4d7d745a Script-based movement for all CocoSprites for #140 2014-03-23 23:19:18 -07:00
Nick Winter
4a47c5b517 Dead Thangs sink down a bit in the layer order. 2014-03-23 16:21:36 -07:00
Nick Winter
d85dd9f62c Bringing in #664, but only when maximizesArc is on. 2014-03-23 14:15:06 -07:00
Mikhail Koltsov
13338afe3d Now absolutely done scaling (#46)
also commented math's out.
2014-03-23 23:51:46 +04:00
Mikhail Koltsov
446726acc9 done rotating, looks good in Zone of Danger (#46) 2014-03-23 22:13:07 +04:00
Mikhail Koltsov
edeeb3c3eb some work on arrows 2014-03-23 20:21:11 +04:00
Nick Winter
eec46dcb48 Don't try to draw a grid if it's not going to work (no lands). 2014-03-22 14:28:18 -07:00
Nick Winter
2f3c0b0cc6 Need updated Aether. 2014-03-20 10:43:24 -07:00