Fix UFO physics, ball sprite behavior, and add saved levels menu#187
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TheBlehLollipop wants to merge 222 commits into
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Fix UFO physics, ball sprite behavior, and add saved levels menu#187TheBlehLollipop wants to merge 222 commits into
TheBlehLollipop wants to merge 222 commits into
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… folders - Fix UFO falling velocity to match boomlings.dev reference (standard gravity when falling, lighter during rise) - Fix UFO click velocity to 7G (14.0 code units) per reference - Fix ball sprite not flipping mid-air (only reverts on ground hit) - Ungrey saved button in creator menu - Add saved levels menu with folder organization - Auto-save online levels when played (most recent first, max 50) - Parse level author name from API response Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
…oss attempts Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Stars are awarded once per level on first normal-mode completion. Displayed on main menu, level select cards, stats screen, and level complete popup. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
…splay Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Use GJ_coinsIcon sprites instead of user coin sprites, and move coins inside the card in the bottom-right area. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Coin indicators on level select only show when the level has a coin count specified. Increased coin sprite scale to 0.9. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adjust sprite vertical positioning based on gravity state.
Added offset adjustment for UFO sprite based on slope angle.
Corrected the UFO slope offset calculation to align with game physics.
Updated UFO slope offset value for improved alignment.
Adjusted the UFO distance calculation for better alignment with game physics.
Expanded the description of slopes in development to include physics corrections, rotation fixes, and hitbox adjustments.
- DOM overlay UHD rendering for GameSheet/GameSheet02 objects (lazy, culling-aware), GameSheet03/04/WebSheet buttons and menus - Graphics (Video Options) menu: fullscreen toggle + texture quality - Editor fixes: level view UHD context, tab frame swaps, rotated arrows, settings/pause popup overlay contexts, noclip flash above overlays - Perf: pause off-screen portal emitters, skip culled saw/orb updates Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Upstream refactored the level editor into level-editor.js and rewrote the player for robot/spider automatons — structurally incompatible with Lollipop Mod's customized editor, robot mode, and UHD overlay system. Kept the fork's versions of game-scene.js, level.js, player.js, triggers.js, allObjects.js and index.html (level-editor.js is not loaded, kept only to reduce future merge noise). Took the new Robot/Spider AnimDesc jsons and the updated icons sheet (same layout). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
help pinkdih is adding uhd textures soon I need to make it better than his
Help pinkdih is going to kill me
…hysics Multi-part rig driven by Spider_AnimDesc (run/fall/idle groups, per-part position/rotation/scale/flip), teleport circles + additive dash streak, white flash on teleport. Replaces the cube-icon placeholder. Fork's own teleport physics and fly-mode setup are unchanged; effects hook into the existing _updateSpiderJump. Overlay system now hides DOM imgs for any blend-mode sprite so the additive dash renders correctly. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Robot now uses the Robot_AnimDesc multi-part rig (run/jump/fall start+loop groups, per-part transforms, speed-scaled animation) plus the pulsing fireBoost jump flame anchored to the lowest foot. Replaces the fork's getAnimation()-driven robot layers; fork robot physics (hold jump, ground jump) unchanged. Old anim driver left in place but no longer called. Icon selector: new spider tab (17 icons, gj_spiderBtn tab art) alongside the existing robot tab; both rigs re-resolve their icon base per frame so selection applies instantly and persists via iconCurrentRobot/Spider. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Enter = start/stop playtest, 1/2/3 = build/edit/delete tab, WASD = move selected object (3 units), Shift+WASD = one grid block (60), Backspace or Delete = delete selected object. Suppressed while typing in editor text fields or while any editor popup / pause menu is open. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…onger pans camera Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Placed pads snap flush to the cell's bottom edge (offset from the pad's own gridH, so each pad type sits exactly on the edge — yellow pad lands at GD's real y=2 on a ground cell). Rotating a pad re-seats it against the wall its base faces: 90 = left wall, 180 = ceiling, 270 = right wall. 45-degree rotations rotate in place without re-seating. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Search menu now supports name queries with a paginated results table and a level info page, with proper ESC/back-out handling layered under search/saved/creator menus. - Blue pads (id 67) only flip gravity when their visual orientation (rotation + vertical flip) matches the player's current gravity state; a mismatched touch no longer bounces, flips gravity, or marks the pad activated, so it can still be triggered later once it matches. - Editor's flip action (_flipObject) now propagates rotation/flipY onto the object's live colliders, matching what _rotateObject already did - previously a flipped pad looked upside-down but gameplay never knew.
The top-right button used the trash-can icon and closed the page while also silently removing the level from saved_levels in localStorage, making a recently-played online level vanish from Saved Levels whenever you viewed and closed its info page. Removed the delete side-effect; the back arrow is now the only (non-destructive) close action, and the freed slot now holds the description/info popup toggle. Explicit deletion is still available via the dedicated Del button on the Saved Levels list.
- Quick Search: full 3x3 grid (Downloads/Likes/Sent/Trending/Recent/Magic/ Awarded/Followed/Friends) wired to real boomlings sort types where known, disabled with explanatory status text where not (login-gated or no confirmed API value). Difficulty filter row and length+star row with matching diff/len/star query params, sized and tinted to match reference. - UHD system: fixed the shared sync loop to reflect any neutral tint (not just pure black) as a CSS brightness filter, so dimmed/selected states actually show through the DOM overlay. Added an opt-out (localStorage uhdHideOldTextures) experiment that hides the low-detail canvas sprite behind its UHD overlay via a companion invisible Zone (Phaser drops non-rendering objects from hit-testing, so a zone is the only way to keep hit area without visually stacking both versions) — patches setInteractive/disableInteractive centrally so every existing button gets one automatically, and fixes _expandHitArea to also resize the zone. - Main menu: removed the TikTok/GitHub social icons and the two GitHub- linking "Steam" download badges; moved Discord into the freed grid slot and updated its invite link.
CRLF endings made every line diff against upstream, turning a real merge into a whole-file conflict. Converting to LF so the upcoming upstream sync produces sane, reviewable diffs. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
# Conflicts: # assets/scripts/core/game-scene.js # assets/scripts/core/level.js # assets/scripts/core/player.js
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