-
Day0
This is the state of the project prior to any development being done for Devember.
-
Day1
This is the project code as of the end of the first day of Devember. Some initial porting has been completed, with some internal code notes of areas to focus on more once the initial porting effort is complete. These should be turned into issues to track them better, possibly added to the milestone.
-
Day10
This is the project code as of the end of the Tenth day of Devember. This includes some object refactoring and engine changes. In particular the engine now supports polygon rendering by way of an array of array of numbers. The Point class can now return such an array instance of itself.
-
Day11
This is the project code as of the end of the eleventh day of Devember. Here some small engine tweaks were made, and the Rx protoype now allows for pieces to drop and horizontal and vertical matches to be made, including cascades. More work is probably in order to tune this up a bit and make it less ugly.
-
Day12
This is the project code as of the end of the twelfth day of Devember This is just a simple change which more closely mimics how the game would actually operate in play; instead of a constant drop happening, instead a drop would only be triggered after a match was found, and a match would be found only after the player placed a capsule in the bottle. The current drop mechanic in the bottle is for the cascade action, because it always runs at a set speed. This is not the code that would be used to control the drop of the player capsule in the bottle.
-
Day13
This is the project code as of the end of the thirteenth day of Devember. The level editing code is tweaked a little bit to allow segment selection via the mouse, and the start of virus population at the start of a level is in. It is currently crude and incorrect, but it generates the correct number of viruses in more or less the correct colors.
-
Day14
This is the project code as of the end of the fourteenth day of Devember. We now populate the virus bottle with a set of viruses that does not immediately cause matches to appear. This does not fully match how this was done on the NES, but probably good enough for now? I'll have to see how I feel about it.
-
Day15
This is the project code as of the end of the fifteenth day of Devember. The virus generation process is now pushed out to the game scene, so that the viruses can be generated incrementally and displayed as they're building up. In addition, the bottle counts the number of viruses left, and tells the game scene when it reaches 0 so that the next level can start, which increases the level and goes again. Also the debugging logic has been fortified so that modifying the level also modifies the virus count, which seems an important consideration now. Except for scoring and user capsule movement, we're pretty much there now.
-
Day16
This is the project code as of the end of the sixteenth day of Devember. There is now a Capsule entity which wraps two Segment entities and can modify their colors and types based on its own type and orientation. The Capsule class maintains its position in the bottle as its map position, and will update the stage position when this is changed; changing the stage position leaves the map position alone. The bottle now provides an API to translate a point in bottle content space to stage spage, which the capsule uses to set its stage position based on a bottle position. We're now poised to add user interactivity. Oh yeah, and a slight engine change; since I had so many things counting update ticks on their own, I went ahead and put that into the engine, so it just happens now.
-
Day17
This is the project code as of the seventeenth day of Devember. We're now ab out 90% of the way to a playable game. There is a capsule that appears in the neck of the bottle. You can drop it down and rotate it. When it can no longer drop, matches happen (if any) followed by cascades (if any), followed by a new capsule appearing at the top. Game over is detected by the inability of the capsule to drop into the bottle at all because the neck is blocked. This still needs some work; the input is all wonky and there is no constant drop of the capsule; the only drops that happen are when the user specifically requests it. Still, progress!
-
Day18
This is the project code as of the eighteenth day of Devember. Input is cleaner, and the capsules drop on their own now. Some more debugging code is needed to slow or stop the speed of drops entirely, so that we can set up and test for scoring and combos and stuff. Also, the current code for the down key drops the capsule right to the bottom, but it would be nice if this just sped up the drop speed, so that you can advance forward without going all the way to the bottom in one hit. Perhaps by temporarily forcing the drop speed to be a particular (small) value while the key is pressed?
-
Day19
This is the project code as of the end of the nineteenth day of Devember. We now communicate match information from the bottle back to the scene, which can use that information to calculate and generate a score. Currently the scoring mechanism needs more fleshing out; it just gives a flat 200 points per virus per match.
-
Day2
This is the project code as of the end of the second day of Devember. The initial porting efforts of all classes is now complete, but more work needs to be done before I consider this completely done. Some of the code is a little dodgy in how it is written and can be cleaned up a bit. In particular, there is a real hodgepodge of private vs public going on. The initial code was all public and I implemented the new code as all private except where absolutely neccesary. However the classes should be gone over and given appropriate read or read/write access using property accessor methods. I want to do some investigations to see if there are any performance ramifications. Also I am rather unhappy with how the property accessor and the actual property can't have the same name because I hate "warty" members.
-
Day20
This is the project code as of the twentieth day of Devember. Today we add in a proper scoring mechanism, a toggleable debug mode, and a mechanism to show a brief floating text to show you when points are achieved.
-
Day21
This is the project code as of the end of the twentyfirst day of Devember. We now display the upcoming capsule to allow for better planning, and include a simple game over screen when things go wrong.
-
Day22
This is the project code as of the end of the twenty second day of devember. We now have a simplistic title screen which needs a bit more work. This code needs to be made more generic for use elsehwere and possibly in other projects.
-
Day23
This is the project code as of the end of the twenty third day of devember. This is the same code as yesterday, but refactored to have the menu code split into its own entity class for reuse. Additionally, thanks to engine changes all of the scenes are capable of creating screen shots, not just the game screen.
-
Day24
This is the project code as of the end of the twenty fourth day of devember. We now have a proper title screen menu for selecting the level to start the game at, and a menu on the game over screen that allows you to replay or quit.
-
Day25
This is the project code as of the end of the twenty fifth day of Devember Partial image preloading support is in, but there are some issues that I haven't tracked down, so this is not yet merged with anything; images load, but the dot sprites in the sample application don't move like they're supposed to. Since it's Christmas night and it's been a long day, I'm leaving this for not.
-
Day26
This is the project cocde as of the end of the twenty sixth day of Devember. The bug in yesterday's image preloading was traced to a bug in rendering that would translate the canvas and then not restore it, which makes all rendering seem to happen at the same location and has been resolved. The Image preloading was enhanced so that when several requests for the same image are made, they all return the same img tag instance, which saves a tiny bit of memory for object references (I think) since the browser should hopefully be smart enough to use the same underlying data for both anyway. We now all support audio preloading, although currently sound is a little crude in that you need to use the normal HTMLAudioElement interface. The audio preloading also uses the same mechanism for returning the same tag as the previous attempt if it reuses a URL, although this may not be the best since any one audio tag can only play its sound once, so sharing it leads to sound drops. That will be fixed next.