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72 lines (70 loc) · 1.93 KB

make pulling up a new row make it come even further up than needed and then fall back down with a slam

sprite-related bug with swapping that makes all tiles disappear

refactor renderScene() to work with both players

bugginess with quickly swapping

make it so the cursors cannot overlap

cycle palette 2 to make background "animate"

rise stack while match going off messes it up

reduce gravity falling speed - introduce delay

[graphical flourish] explosion anim at each block that disappears

[gameplay] recognition of chains chain definition - a falling piece is used in a combo

fix the switchsprite wonkiness *do i need to create one at every swap?

[optimization] work on the redraw function to redraw less of the screen after gravity and any other times when it does a full screen redraw

[optimization] work on the gravity function to restrict X , even just half the board would be an improvement specify min and max X coords for doGravity(), cuts down a lot

[optimization] dogravity now being called EVERY TIME we match a piece - try to restrict it more

convert gravity falling pieces to sprites so they can fall 1px at a time make them bounce a bit - let it fall PAST the destination, then come back

[optimization] vertical checkmatch goes through an entire column, not efficient whatever gets connected MUST have touched the switched tiles (what about gravity?)

modes: endless time trial story progression (enemy 'freezes' certain tiles at certain times etc) mission attack

options: FPS on/off colors 4 thru 6 music on/off

palettes 3-tiles (6x2 = 12, 3 for explosions, 1 for transparency) 2-bg & cursors 1-? 0-? --------= mission attack x? combo x? chain allclear allfull (no empty spaces) destroy specific marked tiles (ala columns)

maybes:

hori double pieces?

puyo/pnickies-style blob matching graphics