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 Post Post subject: Re: ChuChu Rocket!
 
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This is back online at http://www.techious.com/ccr (thanks Si)

This is what I am planning on doing on it, in the next few weeks or months:

  • Ability to save multiple solutions for your created levels so you can test different arrows placements
  • More objectives (save mice, kill cats, etc.)
  • Better collision detection
  • Better artwork

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Tue Aug 21, 2012 2:49 pm 
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 Post Post subject: Re: ChuChu Rocket!
 
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Huzzah!

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Tue Aug 21, 2012 3:21 pm 
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 Post Post subject: Re: ChuChu Rocket!
 
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Wow I was just looking through the source and found this.
Code:
_wall.style.left=o.walls[i][0]*gridSize+(o.walls[i][2]==1?gridSize-Math.floor(currentWallSize/2):o.walls[i][2]==3?-Math.floor(currentWallSize/2):0)+(o.walls[i][2]==0||o.walls[i][2]==2?-Math.floor(currentWallSize/2):0)+"px";


Anyway, I think it's going to take some significant reworking :)

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Tue Aug 21, 2012 3:50 pm 
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 Post Post subject: Re: ChuChu Rocket!
 
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Hey Met and whoever else is still interested in this...

I think the new focus is going to be on performance improvements. I think I can cut the code down between 25% and 50%, make it much more reusable and scalable, using all the existing level code for the time being.

There's such a more efficient way of processing the animation than what is being done at the moment, and it just means changing all these arrays in to objects.

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Fri Aug 24, 2012 12:42 pm 
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 Post Post subject: Re: ChuChu Rocket!
 
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Updated just waiting on Jenkins.

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Sat Aug 25, 2012 5:16 pm 
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 Post Post subject: Re: ChuChu Rocket!
 
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OOOP

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Thu Aug 30, 2012 5:14 am 
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 Post Post subject: Re: ChuChu Rocket!
 
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There have been some good updates to CCR in the past few days.

It hasn't had any new features added or new artwork or graphics, but the performance has been improved and the code has been tidied up a lot. It is paving the way for some other game modes I have planned.

Update: you now click and drag to place arrows. Plus the game looks better now.

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Thu Aug 30, 2012 8:40 am 
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 Post Post subject: Re: ChuChu Rocket!
 
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Hi all

I'm going to be working on version 2 of this.

Here are the features/improvements:

  • All game code will exist within a ccr 'class' (JS doesn't have classes so just imagine one)
  • Smarter, less resource intensive animation using requestAnimationFrame
  • More descriptive game code, for example: ccr.active.mice['x0y0'] = {x: 0, y: 0, d: 1} vs. active.cc['x0y0d1'] = true; -- this will speed up collision detection
  • Animate margins instead of absolute positions -- prevents redraw and improves performance
  • Save solution templates in creation mode -- test multiple solutions for your level without forgetting one
  • Save solutions to the database -- to allow for exporting to future versions of the game (each level needs to be 'validated' before saving
  • Actual scoreboard, that saves actual scores against actual usernames
  • While I'm at it, probably some method of calculating a score might be useful for the above feature
  • More game objectives - kill cats, free trapped mice, flip the board, etc.
  • jQuery object creation, it just saves so much time and looks so much neater in the code
  • jQuery for all the AJAX too, for the same reason
  • More intuitive user interface, hopefully resulting in a...
  • ... better creation mode, featuring drag and drop walls for quick creation of long walls, and...
  • ... custom grid sizes (between a minimum and maximum range available)
  • More ideas welcome...

At the same time, I'll be experimenting with node, express, and meteor, to find out how easy it would be to recreate the frantic multiplayer mode.

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Mon Feb 11, 2013 8:02 am 
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 Post Post subject: Re: ChuChu Rocket!
 
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Do they go through the walls? I can't remember..

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Mon Feb 11, 2013 4:38 pm 
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 Post Post subject: Re: ChuChu Rocket!
 
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In multiplayer no.

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Thu Feb 14, 2013 7:03 am 
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Just made an update to this. Those with access to the git repository can see some version 2 code.

Version 1 wall collisions (actually exists in the code twice, once for cats, one for mice):

Code:
            var newDir=thisCC[2];
           
            var oppWall=checkWall(thisCC[0],thisCC[1],thisCC[2]);
            for(var j in oppWall){
                if(oppWall[j]){
                    if(oppWall[j][3]==1||oppWall[j][3]==2){
                        newDir=next[thisCC[2]];
                        var nextWall=checkWall(thisCC[0],thisCC[1],next[thisCC[2]]);
                        for(var k in nextWall){
                            if(nextWall[k]){
                                if(nextWall[k][3]==1||nextWall[k][3]==2){
                                    newDir=prev[thisCC[2]];
                                    var prevWall=checkWall(thisCC[0],thisCC[1],prev[thisCC[2]]);
                                    for(var l in prevWall){
                                        if(prevWall[l]){
                                            if(prevWall[l][3]==1||prevWall[l][3]==2){
                                                newDir=opp[thisCC[2]];
                                                var allWall=checkWall(thisCC[0],thisCC[1],opp[thisCC[2]]);
                                                for(var m in allWall){
                                                    if(allWall[m]){
                                                        if(allWall[m][3]==1||allWall[m][3]==2){
                                                            newDir=-1;
                                                        }
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
           
            thisCC[2]=newDir;

function checkWall(x,y,d){
    var results=[];
    results.push(active.newWalls["x"+x+"y"+y+"d"+d]);
    if(d==0){ results.push(active.newWalls["x"+x+"y"+(y-1)+"d2"]); }
    if(d==1){ results.push(active.newWalls["x"+(x+1)+"y"+y+"d3"]); }
    if(d==2){ results.push(active.newWalls["x"+x+"y"+(y+1)+"d0"]); }
    if(d==3){ results.push(active.newWalls["x"+(x-1)+"y"+y+"d1"]); }
    return results;
}


Version 2 wall collisions (exists only once, works for both cats and mice):

Code:
         a[i].d = (function(x, y, d){
            if(parent.gamedata.collisions.walls["x" + x + "y" + y + "d" + d] || parent.gamedata.collisions.walls["x" + (d == 1 ? x+1 : d == 3 ? x-1 : x) + "y" + (d == 0 ? y-1 : d == 2 ? y+1 : y) + "d" + parent.directions.opp[d]]){
               var checkd = parent.directions.check[d];
               var hits = 0;
               for(var i in checkd){
                  if(parent.gamedata.collisions.walls["x" + x + "y" + y + "d" + checkd[i]] || parent.gamedata.collisions.walls["x" + (checkd[i] == 1 ? x+1 : checkd[i] == 3 ? x-1 : x) + "y" + (checkd[i] == 0 ? y-1 : checkd[i] == 2 ? y+1 : y) + "d" + parent.directions.opp[checkd[i]]]){
                     hits++;
                  }
                  else{ break; }
               }
               return parent.directions.hits[d][hits];
            }
            return d;
         })(a[i].x, a[i].y, a[i].d);


So as you can see, I'm making some much needed improvements...

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Mon Mar 04, 2013 10:34 pm 
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What would make you want to play this game?

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Sun Jun 30, 2013 1:38 pm 
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