cs-strats-client's People
cs-strats-client's Issues
Timeline caret pos to roundTime not quite there
There are still some bugs.
The markers suddenly jump to the start/end... wtf. lol
Check it out, man!
Add numbers to timeline ruler
Should match global roundtime.
Show 10's and 5's. 10's bigger than 5's
Ability to add intermediary node
Useful if user wants to tweak/modify a path
Interactive timeline
Markers will be points (non-draggable) that show their place in time.
Add a draggable caret that updates all players positions (maybe leave the paths? to show where they go next..)
Draggable path nodes
Marker time changes when path shortens
M -----> NODE1 -----> NODE2 = 10 seconds
M -> NODE 1 --------> NODE2 = 6 seconds
Time should be the same... NODE2's length increased.
Change board getXYcoords logic to use board ref and return percentages
Play mode
With controls to pause/resume animation, and drag the caret to go back to any point.
Maybe add option to select a timeframe that we want repeated on a loop. After effects style
Popup menu on path click/set new path
Options would include:
Wait: makes the marker stay there for X amount of time.
... can't think of more options for now. Maybe go back to the cs strats windows client to draw more inspiration
Check if all positions need to be in %
Due to resizing and different screen res, etc
Make timeline clickable so caret moves to that position
Delete path node
Refactor reducers to use reselect library
While on dragging states, show hand drag cursor
Cuz atm it constatly switches between cursor hover.. etc. Not v pretty
Global roundTime gets updated in wrong way when path is extended
Time should get smaller, but instead gets bigger.
Global roundtime doesn't update when marker gets deleted
Set marker limit to 10
Dynamic ruler CSS properties
Make global roundTime have 1 decimal case
Should make markers in the timeline more smooth, and avoid cumulative rounding errors!
Players have paths
Improve the mouse handler for the board
Add some mouseout handlers for the timeline.
Improve node hit detection, etc
Paths update round clock
Stop new marker on mouseup
Conflicts with stop drag
Add hover/dragging style to timeline caret
Grenade markers
With animations
Stop new path if duration goes past roundDuration
Check if all positions need to be in %
Due to resizing and different screen res, etc
Distinguish markers' paths
Too much red going on. Make colors random, or 1 color per index?
Reduxify app flow
Ideally everything is controlled in the reducers/state. The components just render what they're told
Animate line / marker being dragged
Maybe a glow around the element.. shadow?...
Players have internal clock
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