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an absolute time-waster
Can organize models by using:
This way, common logic can be reused on both client and server.
e.g for challenges, instead of clicking on the player's name in the sidebar, allow users to click on the player's icon.
constructors, cleanup methods, etc. are all very similar. should be able to subclass a "base" class and automatically have those methods defined in super
.
i.e don't start the next move until we have arrived (or almost arrived) at destination. the idea is to follow the movement queue more strictly so we don't have sudden jumps in position (which I suspect might happen when the client time somehow gets out of sync and triggers a setPosition before the move actually finishes)
Seems like it happens after multiple moves in quick succession (maybe this.move
is never set to false
?) and only for other users (i.e not ourselves)
Not sure about the reliability/speed though. Might be better just to host the files on our own server and not have to worry about api changes, since they are not too large.
Have a Pokemon class as well as a Pokemon collection, both of which have the same name because the plural form has no 's'. Should probably move collections into KOL.collections
and models into KOL.models
or something similar to avoid conflicts in the future.
_.difference(user.pokemonIds, user.teamIds)
. have to be careful though, since _.difference
returns unique values only, so multiple pokemon of same type will not be accounted for)probably something is out of sync with loading the images and rendering them afterwards. the issue doesn't occur if the image is already cached.
edit: When world calls the initial render, map and player potentially have not loaded yet.
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