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View Code? Open in Web Editor NEWRoR port for drts
RoR port for drts
Without this, we just make up numbers and end up with unpredictable results.
Using the shift key, the user may select an area to zoom into. It may be useful to increase the number of zoom levels somehow.
Tiles seem to stick around after zooming, giving the user an impression that the zoom didn't work.
Polylines for paths, polygons for areas, circles could be handy someday. I can't think of more shapes right now that we need to implement.
Add a separate div in the sidebar than that of the faction chat.
Currently, if multiple instances run, each instance adds tasks to the map tile cache warmer. If we implement a lock, then the instances won't all add tasks to the queue.
Document the equations needed to generate money in the game.
The coordinate_id would be stored instead of textual locations wherever a location is needed in the application.
The map needs a few icons like a marker or zoom icons.
Right now, files are extremely long. Separate these out and include them separately.
As functions that can be called upon when battle commences.
Consider porting the Rmagick code for the map tiles to use a smaller library such as ChunkyPNG to lessen the memory requirements of the server.
This should reduce the number of assets loaded.
A drag that has already started shouldn't be interrupted until the mouse goes up again.
Implement the currency generation from documentation in #1.
Passing data back and forth between the client and server will be much easier when a standard is used.
The interface should provide CRUD abilities for the models in our application. It'd be nice if it integrated seamlessly with our existing template, but that's not mandatory.
We contact the Faye server over HTTP anyways, so we can safely remove this. Also, the production server works fine for testing as well (for now).
Useful for both desktops and laptops.
There are ways to make the tile generation faster. Implement them.
All over the code, instances of $ are seen. If we can pre-cache them using a Javascript object, we can reduce the amount of DOM lookups.
Remove the dependency on Faye (and thus, the gems that depend on it) in production. This will require the use of Net::HTTP.
Add a separate div than that of the global chat.
Distinguishing between different types of auth'ed users would be nice (normal users/admin).
We can load these through an AJAX request. They can be moved as well. Popups can show information when triggered by a click event.
Possibly, have it diverge between the two environments (development/production)? We must also think about the server-side Faye client.
We need to define what terms like 'viewport' mean, or else we need to stop using those terms. Terms like these are used throughout the CSS and JS, so we need to unify that as well.
The nodeJS Faye server does not serve a copy of the browser JS file, so we must include it in the Rails application.
Add support for map controls such as zooming and attribution that should float above the map. The support should also be extendable in the future.
Shrinking the bar may serve to be useful to get a larger picture of the map.
Split up the application layout into different partials for easier maintainability.
Combine all Javascript files together rather than separating them.
Currently, it seems as if a terminated initializer has permanently set the lock on the resque variable. We should add some kind of expiration to allow tasks to be added if a specific period (say, one hour) has passed since the last lock request.
The new notification system should be as much CSS than JS as possible for speed.
Extra shadow appears on top navbar when "Home" overlay pops up.
If a user (such as a newly created user) logs in and does not belong to an empire, prompt them to choose an empire.
Use Dotcloud's MySQL service to integrate it into the application.
Functionality is already included with Compass' experimental function.
Add 'thin' to the gemfile and use it to run the Faye server.
Remove the debugging code that we don't need on the NodeJS server. It's a micro-optimization.
Use the spec for PNG files as described in the wiki to generate the entities in the database.
We have icons. Let's use them.
Not parsing the environment.json file means storing database passwords in plaintext inside the repository. This is generally a Bad Idea™. Also, it means that if the location of the database changes, then we won't be in trouble.
Remove just loading by the entire tree, since it doesn't allow us to change the order of loading.
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