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2.0 2.0 0.0 160.97 MB

A Tux themed side scrolling coin collection game with player-influenced random level generation.

License: GNU General Public License v3.0

JavaScript 96.71% HTML 2.13% Python 0.28% Shell 0.87%
casual-game game gplv3 html5-game phaser-ce phaser-game phaser2 phaserjs side-scroller tux

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rockettux's Issues

Badguys fall through solid tiles

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:

  • A now top-side-only collision tile or two in the wrong spot.
  • Spawning badguys over solid tiles, which shouldn't happen, but such is life! :)

Boost cooldown timer prevents coin jumps

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.

Memory Leak - Inventory and Cubimal Windows

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.

  • Possible that this.inventoryWindow.destroy(); and this.cubWindow.destroy(); are not deleting all the icons that are created, etc.

Bouncing Enemy gets stuck in areas that are too short to allow for bouncing

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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