25 Commits

Author SHA1 Message Date
Iftikar Khan 66a8b4196f setVelocity commented 2021-03-20 14:45:42 +05:30
Francesco Balestrieri 68503c26cd Use audio files in OGG Vorbis format 2016-01-14 13:29:17 +02:00
Licson Lee 51534de63e Fixed glitches after pressed Escape key to restart game 2015-01-11 20:06:32 +08:00
Licson Lee 342ab3e6e5 Added license files and improved audio engine 2015-01-11 13:10:58 +08:00
Licson Lee c9cba6bf26 Added Audio Support 2015-01-10 23:12:04 +08:00
baleboy fedeef71ee Use files generated from CoffeeScript 2014-08-20 07:41:19 +03:00
Thibaut Despoulain dfe7a187e8 Merge pull request #22 from townxelliot/no-mobile-setting-take2-21
Remove platform option and use HUD option instead
2014-06-01 18:35:17 -07:00
Elliot Smith 27c4b94d38 Be more discriminating when handling touch events
Check the position and type of the touch event to determine
whether acceleration is being applied.

The only issue with this is that if a touch moves from the right
of the screen to the left, if a touchend event occurs in the left
side of the screen, it won't stop the acceleration. But it's a
better solution than counting the number of touches.

Also added a check on touch move events, so that only moves which
occur on the left of the screen are counted as turns. The reason
for this is that in some cases, the touch identifier was being
incorrectly applied: so a touch which started on the left of
the screen could accidentally be continued by a touchmove
occurring on the right of the screen, resulting in a violent right
turn. (It appears as though the touch ID can mistakenly
transfer between touches with different fingers.)

By testing where the touchmove occurs, the violent turn effect
can be removed, as only a finger on the left-hand side of the
screen can cause moves.
2014-05-30 16:16:49 +01:00
Elliot Smith 78a100c99e Merge platform+quality into a single quality value
Added another quality setting (VERY HIGH) and mapped all
combinations of platform + the old quality value to the new
4 value quality option, as follows:

desktop + mid/high quality => 3
mobile + high quality => 2
mobile + mid quality, desktop + low quality => 1
mobile + low quality => 0

All choice points in the code which enabled/disabled
graphics features, based on platform + quality,
were mapped onto a table. This showed which features were
disabled or enabled depending on the platform/quality
combination.

It turned out that mid and high quality resulted in the same
settings on desktop, so they could be captured in a single
value (3).

The only change made to the decision points was that desktop +
low quality previously turned off the booster lighting effect,
whereas that effect is now on for desktop + low quality. This was
done so that mobile + mid quality was equivalent to
desktop + low quality.

By doing this, the "mobile" property can be removed. I also
removed the "half" property, and set it based on quality in the
HexGL class (basically, it's enabled for mobile + low quality,
which is new quality value 0).
2014-05-30 12:27:24 +01:00
Elliot Smith 4886f1d9d0 Localise all references to 'mobile'
Remove the mobile property and set it locally in each location
where it is used (preparation for iterating the different
platform+quality combinations which affect the graphics).

Mark each point where a decision is made based on platform+quality
with a plain English version of the combinations which take
effect and when.

Add an explicit hud property which is set from the start screen
and which is independent of the platform.
2014-05-30 11:41:16 +01:00
Thibaut Despoulain fdc7e913fc Add support for newer Gamepad API. Fix left stick handling. 2014-05-24 16:17:47 -07:00
mahesh.kk 6100ecf394 Add gamepad controller support for the game 2014-05-19 15:59:52 -04:00
Thibaut Despoulain 431b54ec19 Leap motion integration. HTML interface redesign. Merge all controls into a single index. 2014-03-29 14:28:35 -07:00
BKcore 451e9464a3 Latest local changes for branching (2). 2013-03-16 16:11:34 +01:00
BKcore 9214a94f81 Updated TouchControls and ShipControls with mobile fixes. 2013-01-29 18:45:30 +01:00
Thibaut Despoulain 3e8d91af91 Finalized replay mode. Added ORBIT camera mode. Bug fixes. 2012-10-31 15:35:44 +01:00
Thibaut Despoulain 3cd565ff50 Updated gameplay with replay mode. 2012-10-31 12:32:51 +01:00
BKcore 3b747f93d4 Changed bkcore.hexgl.RaceData format to array 2D, improving perf and fixing object cloning issue. 2012-10-27 18:30:20 +02:00
Thibaut Despoulain 37b5fd3778 [Quickfix] bkcore.hexgl.RaceData.export():for 2012-10-22 22:48:38 +02:00
Thibaut Despoulain 4a090470ca Updated bkcore.hexgl.RaceData
Added import/export methods.
Added support for tick rates to lighten replay data.
Added sample replay file to replays/* (for testing only, normal replays
will be stored in localStorage).
Moved race data tick from main gameplay loop to mode-specific loop.
2012-10-22 22:10:00 +02:00
Thibaut Despoulain 6705467fe5 Added simple installation instructions.
Also fixed method name in bkcore.hexgl.RaceData.js
2012-10-17 11:58:58 +02:00
BKcore e22b9d4535 Added bkcore.hexgl.RaceData class to store ship states. 2012-10-15 17:58:19 +02:00
Thibaut f2f9d49cac Started race data storage for replay and ghost features. 2012-10-15 17:51:57 +02:00
Thibaut Despoulain 657f0354de Fixed JSdoc in bkcore.Utils 2012-10-05 15:51:05 +02:00
Thibaut Despoulain 9197e88e46 v1.0.1 commit.
This is the first commit.
2012-10-05 15:10:45 +02:00