dhardenb / space-frigates Goto Github PK
View Code? Open in Web Editor NEWA multiplayer, real-time, browser based space shooter.
License: MIT License
A multiplayer, real-time, browser based space shooter.
License: MIT License
Sometimes when the RemoveObject function gets called, it tries to remove a missile from it's parent. But it doesn't have a parent so the program crashes on a null reference error.
For some reason when you try to shoot an enemy who is at point blank range the missile goes right through him. Must be a glitch with the collision detection algorithm.
I would like for explosions to be able to occur when an object collides with the boundry. The problem is, that one I do that now, a lot of the particals get created out side of the boundary. They in turn explode instantly, create more particals that try to start out of bounds. So I end up with an infinite loop.
I could put a check such that new particles just won't allow themselves to be created out of bounds.
I suspect this happens when a ship is created at the same location. I need to add the idea of ships "phasing" in for a couple of seconds before they become solid.
This needs to be adjusted the same way the boundary checking code was.
I need to display a start screen that players see when the game first loads.
Describe the bug
Sometimes when the ship is destroyed there is no explosion.
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The stars in the backgorund move with the players ship but they should stay stationary.
It seems like if you issue a command right after the you ht the enter key the code starts running a second loop somehow.
The game will be playing fine, then all of a sudden the explosions get wonky. I think it is because the particles are not always getting removed from the game object array for some reason. Once this condition happens, the game continues to degrade and must be reloaded.
Describe the bug
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
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Screenshots
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Desktop (please complete the following information):
Smartphone (please complete the following information):
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Something is causing the entire screen to flicker. I don't think this is the "jitter" or "jumping" that gets worse to latency. This is like the entire view jumps to a different origin for some reason.
I need to display some sort of Game Over screen that users see at the end of the game.
As the map gets smaller, the boundary checking does not seem to work. The objects start colliding with the boundary long before they get to the edge of the screen. Seems to work better on larger maps though?
I'm playing in the current stable Chrome version on windows 7 and seeing really bad stuttering and occasional freezes, to the point that its barely playable. I have 8 gigs of RAM and a first gen core i5 CPU and I typically get good performance with javascript apps
It seems that the view port and the map are not aligned because ships hit the boundry differently on different sides of the map.
After an explosion, the particles never get deleted. I think it is because I just never even attempt to have an event listner for when the model gets destroyed.
Typo is the game description :)
The background is static at the beginning of the game. It should really do like an infinite scroll or something.
I need to fix the code that displays the version on the screen to pull the version from the settings file. At some point, maybe I can work this into a CI/CD Pipeline such that the settings file gets updated automatically.
For some reason, as the game goes on, the ships stop doing anything. I think the player objects and ship objects are getting out of sync or something.
I need to add a simple scoring mechanism.
Right now, if a player hits the enter button it orfins the old player ship and generates a new ship. What should happen is that if the player is still alive then hitting the enter button does nothing.
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