fall-back's Issues
Restore minification of client code post-dev
Might want to update the build tools to not minify code during dev, since it makes it impossible to debug in devtools
enemy bullets sometimes fade out when the enemy dies and then reappear
possibly because of the if (this.parentType === 'enemy')
line in BulletSprite on the client. when the enemy dies and is removed, this line is no longer true
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.
guns stop spawning at some point
was playing today and noticed in wave 27 that there were simply no guns spawning...
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
Reminder: add live URL to README once hosted on Heroku
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
display controls to user
probably in landing page
note fullscreen more with "f" key too!
team score bug
if someone leaves their score is subtracted from the team score
consider quadtree (etc.) for performant collisions
Reminder: replace all hard-coded parameters with actual parameters
Wave number text flashes on screen briefly after fading out and text is highlightable
don't spawn entities on obstacles
rename repository to "Fall back!" or something
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.
Update README screenshots with new private games UI
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
Bullet angle doesn't work when clicking multiple times
Bug possibly caused by game losing focus on double-click
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
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
make obstacles spawn less frequently or more spread out
obstacles start to get really cluttered after a minute or so in game
Enemies die when hit by two bullets at once
from something like the shotgun or burst
possible scoring bug with multiple bullets killing an enemy at once
if more than one bullet kills an enemy at once the score gets counted for each bullet that collided with the enemy before it died (affects guns like the burstshot and shotgun)
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