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bad z-index for trap #1098

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DreadKnight opened this issue Mar 7, 2017 · 2 comments
Open

bad z-index for trap #1098

DreadKnight opened this issue Mar 7, 2017 · 2 comments

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@DreadKnight
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@DreadKnight DreadKnight commented Mar 7, 2017

The z-index for the Poisonous Vine trap sprites is wrong, overlapping lower lane units.
screenshot from 2017-03-07 03-56-17

The trap should only go over the affected unit.

@DreadKnight
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@DreadKnight DreadKnight commented Mar 21, 2017

I've made a game log that replays this to the point this bug becomes noticeable

[{"action":"ability","target":{"type":"hex","x":4,"y":3},"id":3,"args":{"1":{"creature":"S5","cost":8}}},{"action":"skip"},{"action":"ability","target":{"type":"hex","x":12,"y":4},"id":3,"args":{"1":{"creature":"P6","cost":9}}},{"action":"skip"},{"action":"move","target":{"x":7,"y":4}},{"action":"skip"},{"action":"ability","target":{"type":"hex","x":3,"y":6},"id":3,"args":{"1":{"creature":"E2","cost":4}}},{"action":"skip"},{"action":"skip"},{"action":"move","target":{"x":10,"y":4}},{"action":"skip"},{"action":"move","target":{"x":10,"y":5}},{"action":"skip"},{"action":"ability","target":{"type":"creature","crea":4},"id":2,"args":{"1":{}}}]

@DreadKnight DreadKnight added the easy label Mar 21, 2017
@DreadKnight DreadKnight added this to Requirements in Steam integration Apr 4, 2017
ktiedt added a commit that referenced this issue Apr 15, 2017
…orces the trap code to leverage the wrong display layer group for poisonous vine
DreadKnight added a commit that referenced this issue Apr 15, 2017
Deals with #1098, but not the desired fix
@DreadKnight
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@DreadKnight DreadKnight commented Apr 15, 2017

@ktiedt Keeping this open, as I still hope for a proper fix, as you said:

the simple solution would be for every row of hexes to get an z-index offset so anything towards the bottom (Front) is +1 anything in the row above it and then traps would be -1 or +1

@DreadKnight DreadKnight reopened this Apr 15, 2017
thamaranth added a commit to thamaranth/AncientBeast that referenced this issue Apr 20, 2017
* starring project helps

pinning it to profile as well

* fixing typo

* wording tweaks

added emoji

* changed wording

made the whole thing a single line, because of OCD...

* tweaks

* mentioned starring

more OCD stuff

* Create LICENSE.md

* updated data.json for scavenger, to make ability cost appear online in UI

* Renamed utility.js to helper.js, moved matrices, array extensions and getDirectionFromDelta to helper.js  FreezingMoon#1134

Matrices are now in util, since they are static arrays. All extensions
should go in here as well. If helper.js is getting too big. We should
move out f.e the extensions or matrices. It should help to

* fixed UI for start button

* stop music playing via game.js

* fixes FreezingMoon#1135

* delete loop, instead of comment out

* Revert "Renamed utility.js to helper.js, moved matrices, array extensions and getDirectionFromDelta to helper.js  FreezingMoon#1134"

This reverts commit b5532a1.

* improved START button FreezingMoon#1124

also renamed another one; fixes FreezingMoon#1124

* improved pre-match screen display

for the embed in the Play page, kind hackish...

* Fixes FreezingMoon#1146 by guarding against invalid object references

* fixes FreezingMoon#1105 - Avoid multiple deaths and bugs because of it by aborting takeDamage when already dead.

* Fixes FreezingMoon#1098 - this may not be the best fix, but it appears typeOver forces the trap code to leverage the wrong display layer group for poisonous vine

* Utility cleanup

* Add Heroku generated app.json

* tweaked comment

lel

* Fixes FreezingMoon#1154 and FreezingMoon#1155

Must have missed that out. Need to test all other abilities as well.

* Moved out a lot of code into different files

* Forgot to checking time.getTimer replacing

* fix: commented out playRandom on initial commit.

* Related to FreezingMoon#1123 - less DOM, less CSS, less JS == WIN!

* This removes the excessive copy rules from the Gruntfile

* Moved music.js to sound folder

* Massive cleanup

Fixed spelling of "hexs" it is "hexes" damnit.
Updated all uses of Array.prototype.each to Array.prototype.forEach and removed .each() from arrayextensions.js
Updated all uses of Array.prototype.filter to the native implementation and removed .filter() from arrayextensions.js (this was actually breaking Polymer)

Normalized a few loops so that 4 loops werent being used to do the work of 1 loop as well.

* More massive cleanup

* Be gone foul arrayextensions!

Howdy arrayUtils!

* Its dataaaaa not dataaaas

* Simple cleanup in how creature data is loaded

* remove type from data.json and generate it during load time for now

* Fixes FreezingMoon#1168

* additional fix for FreezingMoon#1168

* less issues on click

removed hover state sprite, fixed FreezingMoon#1124 's remaining issues

* improved loading bar

not 100% happy about it; fixes FreezingMoon#1145

* This should fix FreezingMoon#1151

* Toxic Shroom tweaks

Fixed issues, more balanced, bigger support role, FreezingMoon#237

* detail tweak

* less cruft

discord as tool

* removed target blank attributes

as it's not working anyway

* wording

OCD stuff, fit line properly

* browser recommendations

* wording to line things up

OCD stuff again

* scroll to top link

:3

* ultimate boost

* longer string
@DreadKnight DreadKnight added this to hexagon grid in interface tweaks Oct 19, 2017
@DreadKnight DreadKnight changed the title bad z-index bad z-index for trap Jan 21, 2020
@DreadKnight DreadKnight removed this from Requirements in Steam integration Apr 27, 2020
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