fruitbatinshades / flitandbob Goto Github PK
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License: Other
Learning phaser 3 with a platform game
License: Other
When you try to drop a pot that is slightly overlapping the world you can't. Need to check if the adjusted drop position is valid
If bob and flit are close together and Flit presses space, Bob gets the box :/
If a counter box is left inside a zone, it's counter goes down on every switch action
Add a mechanism to pan to the target of the switch
TargetZone - straight forward to body.center
Group - Closest target?
When Bob moves everything is ok, After Flit has moved all the object layers in the map shuffle a few pixels back and forth for a second???
https://drive.google.com/file/d/13ARKIxRoS_j8qNXt1OFRiZd6qtCBeRz5/view
After the level is restarted something goes out of scope! Restart a level and then try to pick up a pot
Need to add counter deduct to box collision
If you drop a box on a pressure switch the box still has physics enabled
Consolidate the debug code and enable/disable via debug=true in url
You can push a rock into a zone. Should probably stop this so when bob pushes it and it hits a vertical zone. stop it and him
Add support for touchscreen as well as keyboard
Organise play testing and get feedback from testers
The depth on sky images and tile sprites do not set depth. It is set from the layer object.
The properties for the tiled objects are not getting pulled through.
Only chrome supports js fields at present. Convert to fields inside the constructors so that firefox and edge can play the game.
When Bob is moving and drops a box it slides at his velocity
If you drop a pot with a count of 0 on a switch, the switch activates and stays active after the pot destructs
If Bob is carrying a box and walks into a blocker it bounces behind him. This is a problem when trying to jump into a single gap space as its stops him
If flit is touching the ground whilst carrying and drops, the box goes through the ground. Need to check collision before drop
Zones now handle collision differently so don't monitor the pot collision count.
We can allow more finite world items, like plants, if we don't force them to be in the world tile layer.
Allow the zone size to be edited rather than just being at the top or bottom.
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