Fix UFO physics, ball sprite behavior, and add saved levels menu#187
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TheBlehLollipop wants to merge 233 commits into
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Fix UFO physics, ball sprite behavior, and add saved levels menu#187TheBlehLollipop wants to merge 233 commits into
TheBlehLollipop wants to merge 233 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>
- 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
Rebuild the UHD DOM overlay system (lost in the previous upstream merge) to use 5 packed sheets instead of ~2800 individually-cut per-frame PNGs, cutting the file count and request overhead. Frames are cropped from the packed sheets via a shared offscreen canvas and rendered as <img> elements sourced from data URLs (not live <canvas> overlays, which corrupt the WebGL canvas's draw order). Also fixes overlay alignment outside fullscreen and adds level-editor.js loading that upstream's game-scene.js now depends on. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Auto-merged cleanly against the UHD engine rebuild; verified the new search filters/quick-search UI and the existing UHD overlays both render correctly afterward. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
# Conflicts: # assets/scripts/core/game-scene.js
…e mod menu into a real Options popup and a separate backtick-only MegaHack cheat menu. The Options popup (settings gear / pause menu) now matches the upstream web-dashers Gameplay/Visual/Advanced settings screen instead of MegaHack styling; the DOM-based cheat menu (noclip, hitboxes, speedhack, etc.) is reachable only via the backtick key. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
…terface, expand it to the full 14-category layout with unimplemented mods dimmed and inert, and let each window grow to fill available screen space instead of scrolling early. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
uhhhh megahack idfk
…ence layout, and remove/relocate items per follow-up feedback: drop Use Proxy entirely from MegaHack (Options popup keeps the working version), and move the Object ID Label toggles from Creator into Universal. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
… breakage. - Anchor the mod menu to the game canvas's corner instead of the full browser window, so it stays put when the canvas is letterboxed. - Restore the real client's active-row gradient, indicator line, and submenu triangle (dropped during the 14-category restyle); drop the invented zebra-striping (the real client uses one flat grey for every row). - Default Interface Scale to 1.25, and fix the two scale-cycling rows (Mega Hack > Interface Scale, Status > Scale) sharing one value but showing different presets/labels for it. - Fix column body auto-scroll not accounting for the menu's CSS transform scale, which let content overflow past the window instead of scrolling. - Stop keystrokes typed into the search/number inputs from bubbling up to Phaser's keyboard handler and firing game keybinds mid-search. - Fix UHD overlays and the mod menu vanishing in fullscreen: Phaser moves the canvas into a new wrapper div on fullscreen entry/exit, so DOM layers appended to its original parent need to follow it. - Fix UHD overlay sizes staying stale across a fullscreen scale change even though position was recalculated every frame. - Attempt Escape hold-to-exit in fullscreen via the Keyboard Lock API (Chrome/Edge only; logs success/rejection instead of swallowing silently). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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