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View Code? Open in Web Editor NEWA Tux themed side scrolling coin collection game with player-influenced random level generation.
License: GNU General Public License v3.0
A Tux themed side scrolling coin collection game with player-influenced random level generation.
License: GNU General Public License v3.0
Happens too frequently.
I've narrowed it down to the aiUpdate callback for all enemy types in game.js at
195 this.game.physics.arcade.collide(this.enemies, this.theLevel, this.aiUpdate, null, this);
I really need rewrite the enemies in a sensible manner...
Deletion is supposed to occur after scheduling a delete call at the time of explosion, but it does not always seem to happen.
I noticed this happening since I changed some of solid tiles to only be solid on the top. I've never seen it happen, only encountered them in this state after they had been spawned while outside of the view port.
Possibly caused by:
Each time a level is generated and destroyed, some RAM is not released. I don't know where this issue might be coming from at this time.
I put in a fix for coin jumps over-writing the momentum of the boost, by using the cooldown timer. However, it's effect lasts so long that there can be times where you're no longer moving upward from the boost and coin jumps are not applied. Condition needs to be changed so that it is based on Tux's angular velocity.
On the main menu, each time an inventory or cubimal page loads (when clicking either Next or Back), RAM is used and never released, despite the windows being destroyed before each page change.
This makes for routes that are impassible without the Earth Flower powerup (invincibility), so it could be considered a problem.
I could add more checks/rules to prevent it from spawning in places where it can't bounce 4 tiles high. Or I could leave its spawn rules as they are and only have it collide with the tilemap and world boundaries on its bottom. The latter might not look right, but it may prove to generate more interesting game play....
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