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Description
- squash all
tscerrors - fix game rendering performance bottleneck
- split parser up into separate files by using multiple
semantics.addOperation('parse', {...}or by assembling the Object arg before passing it in. - remove the Pairs classes by moving the
getMatchedMutatorsOrNullonto the non-pair class and passing in an additionalcorrespondingActionNodefield
Then, we can start implementing:
- relative directions inside brackets (
[ > Cat | ^ Dog ] -> ...)- Get a working slow implementation to work
- Simplify the commands used to update the Cell so that we can keep caches in the Cell
- Use Bit Set to perform operations. See StackOverflow and maybe Bitset package or bitterset
- 16million colors
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LATE -
STARTLOOP - expanding the rules per https://www.puzzlescript.net/Documentation/executionorder.html
- cell movement state (
[> cat]) - different timing options (tick, when player presses, etc)
- player movement
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ACTION -
AGAIN - redo a level
- support OR tiles on the left (condition) percolating to the right (action) even when in different brackets
- play a level and move to the next when win conditions are met
- record a level playthrough so it can be replayed as a unit test
- support
flickscreensetting - support
zoomscreensetting (lots of redraws) - detect win conditions
- support
WINCONDITIONSsection - support
WINcommand in the rules
- support
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CANCEL - ellipses
[ | ... | ] -> [ | ... | ] -
SFXcommands - undo
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CHECKPOINT - render messages and message levels (screen 34x13 characters)
- sprites add on the right side of a Rule should be
NOon the left side (be smart though) might only work if 1 sprite is being added. Speeds up evaluation since there will be fewer matches - add https://github.com/yeoman/update-notifier
- Add comamndline arguments to pick the game, level, pixel size, resume, (& analytics?)
- Add analytics reporting
- add accessibility renderer (
wasdplays the game and arrow keys inspect the "screen")
/cc @jenniferharmon
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