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fall-back's Issues

implement js13k contest feedback

feedback here: https://js13kgames.com/entries/fallback

particularly

It started off boring until suddenly I got to level five
&
I wish there were 4x as many pickups and 2x as many enemies

This is an easy fix to just update our config files with more enemies, guns, and spawn rates

EPIC BOSS BATTLE

Same, could update the config file with some more frequent bosses

player colors are not accurate

Sometimes when players are added to the game (possibly on reconnects like refreshing) they are assigned a color that already is in use by another player

CSS shakes when switching guns

basically the new gun title changes the width of the HUD boxes

the CSS for the HUD needs to be cleaned up anyways as well

Fix enemy collision teleportation

Enemies sometimes teleport to the side of an obstacle when colliding with the top of the obstacle. caused by the bottom of the enemy overlapping the top of the obstacle by one pixel, so that when the enemy moves to one side, a collision is detected in the x direction and the enemy is moved to the corresponding side

how to handle different client viewports?

Filing this bug for easier reference in inline notes. Basically, since different clients could have different widths, its nontrivial to assign "spawning ranges", etc.

For example, if the spawning range for a player is 0 > x > 1000, but that player's viewport is only 600 wide, they could spawn at 800 and not see themselves. Similarly, if we spawn objects in a more limited range, players with wide monitors will have a large empty space on their viewport.

For the player themselves, we could track viewport size via socket data, to ensure that players only spawn in their field of view. However for objects and enemies, thats not the case, since these are shared among all viewers.

For now, I think we should

  • assume a small screen for player spawns, and spawn them in the centerish of that small screen, since spawning offscreen is a much more critical bug.
  • assume most players on a laptop, and set range for enemies & obstacles to be around that size.

team score bug

if someone leaves their score is subtracted from the team score

socket disconnect generates 'ghost' player

Sometimes the socket will disconnect and reconnect, so a new "ghost" player will get generated.

We'll need to ensure players persist somehow (maybe via cookies?) so this doesn't happen

fix collision teleportation with multiple obstacles

Players and enemies sometimes teleport when colliding with two or more obstacles that overlap. not sure what the cause is. if we can't fix it we can always just make sure the obstacles don't spawn on each other as a last resort.

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