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critter-quest's Introduction

Hi there ๐Ÿ‘‹

My names Ryan things I'm working on lately are:

Work Stuff:

  • ๐ŸŒฑ Pretty gosh darn good at the following:
    • Angular, Typescript and Event-driven serverless architectures on Azure and AWS
    • ๐Ÿ IaC using AWS CDK, Azure ARM and Bicep, with just a dash of TCL
  • ๐Ÿ”‹ Power Platform: PCF, Canvas, Model-driven, Power Automate, etc...
  • ๐Ÿช– Battle-hardened cloud developer
  • ๐Ÿ“ซ How to reach me: I suppose a pull request on this README would do the trick
  • ๐Ÿ˜„ Pronouns: He/him/dude/buddy ๐Ÿ‡จ๐Ÿ‡ฆ

Fun Stuff:

critter-quest's People

Contributors

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Watchers

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critter-quest's Issues

Gem placement in level 3 tilemap is incorrect / colliding with tiles

When the player drops into the third level and moves to the platform they automatically pick up gems stuck in the tiles. This causes a gem collected noise to occur and is confusing.

This has to do with #61 but for the time being lets just move the gems in the tilemap down 1 tile to fix this for now.

Problematic gem placement:

image

Player and Enemy colliders are too large

Player and enemy colliders do not fit well the actual bounds of their sprites. Modifying these to be tighter to the actual sprite being rendered should make for more accurate collision detection.

Remove usage of (enemy/player).dead in favor of sprite.state

The way we are checking state on our Player and Enemy class is by using the sprite instance of our classes (as this is passed nicely between almost any and all physics methods). So using our older method of class_instance.dead is redundant. Lets remove all the existing usages of class_instance.dead.

Menu system breaks when returning to level select from in-game-menu

Menu system breaks and scenes overlay/are not properly destroyed if the player selects the in-game menu from any level, returns to level select screen and selects level one.

Reproduction Steps

  1. Complete level one.
  2. Once spawned into level two, hit and select Exit to Level Select.
  3. Choose level one.

You should be spawned back into level two with the level select screen overlaying parts of the current scene.

Accessing localStorage without checking it exists

On Edge, Chrome and Firefox we attempt to access localStorage without verifying we have access to it. This causes the current version of Edge to crash. Likely to cause other browsers to crash in the future.

Player ducking does not reduce size of `player.sprite.body`

When the Player ducks their is no reduction in the size of the ArcadePhysics.Body that is attached to the Player sprite. Moving forward, to access hidden areas we will need to modify this body to allow the Player to pass into spaces one tile in width/height.

Autoplay audio disabled on Chrome/Firefox for live demo

When running the live demo autoplay is disabled by default in Chrome and Firefox.

Firefox error reported when attempting to autoplay in-game music in Title Screen.

Autoplay is only allowed when approved by the user, the site is activated by the user, or media is muted.

FrogEnemy initial spawn does not contain sprite (any level)

When FrogEnemy is initially spawned into any level it does not have the placeholder sprite that should be used prior to playing it's idle animation in FrogEnemy.update(). This may be an issue with how our Atlas is loaded in PlatformerScene. Animations play fine but standalone frames do not.

Specifically this line from frog-enemy.js in the FrogEnemy constructor seems suspect:

.sprite(x, y, "idle/player-idle-1.png", 0)

Gems spawn in wrong location

Gems spawn one tile above where they are actually placed. This likely has to do with our object loading in PlatformerScene.

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