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Bugfix Release 0.2.1 #1809

Merged
merged 9 commits into from

5 participants

@bucketh3ad
Owner

Fixes crimson sword crash.
Fixes stuck in crawling.

@CalebJohn
Owner

This is a good idea, ship it!

@bucketh3ad bucketh3ad merged commit 05d517d into release

1 check passed

Details default The Travis CI build passed
@bucketh3ad
Owner

0.3.0?!?
...
shit.
Is it because I had "release" in the name?
Dammit. Sorry.

@phamdaniel
Owner

@kyleconroy needs to teach us how to release a bugfix version.

@kyleconroy
Owner

@bucketh3ad Don't worry, I looked over this pull request and thought that it would be a bug fix one too. I'm looking into the code now to figure out what happened.

@kyleconroy
Owner

Alright, I've figured it out. If you include the word "release" in the title of the pull request, it makes it a minor release.

@kyleconroy
Owner

Also, see the wiki. I just added a page about releases: https://github.com/hawkthorne/hawkthorne-journey/wiki/Creating-a-release

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Commits on Oct 19, 2013
  1. @CalebJohn
Commits on Oct 21, 2013
  1. @CalebJohn

    halfed check frequency

    CalebJohn authored
Commits on Oct 22, 2013
  1. @CalebJohn
  2. @didory123

    Merge pull request #1803 from CalebJohn/juan-caps

    didory123 authored
    Blacksmith Juan Caps lock
  3. @phamdaniel

    Fix Crimson sword

    phamdaniel authored
  4. @phamdaniel
  5. @bucketh3ad

    Merge pull request #1795 from CalebJohn/crawl-stuck

    bucketh3ad authored
    Stand up after crawl collision
Commits on Oct 24, 2013
  1. @bucketh3ad

    Merge pull request #1802 from DaNiwa/weapon_fixes

    bucketh3ad authored
    Fix the Crimson sword
Commits on Oct 25, 2013
  1. @bucketh3ad

    Update give_weapons test

    bucketh3ad authored
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View
4 src/cheat.lua
@@ -20,8 +20,8 @@ local function setCheat(cheatName, turnOn)
give_gcc_key = {keys = {'greendale'}},
give_taco_meat = {consumables = {'tacomeat'}},
give_weapons = {weapons = {
- 'battleaxe','boneclub','switch','longsword',
- 'mace','mallet','sword','torch','bow','icicle',
+ 'sword','battleaxe','boneclub','switch','longsword',
+ 'mace','mallet','crimson_sword','torch','bow','icicle',
'throwingaxe','throwingknife','arrow'}},
give_scrolls = {misc = {'lightning'}},
give_materials = {materials = {
View
0  src/images/weapons/crimson sword.png → src/images/weapons/crimson_sword.png
File renamed without changes
View
2  src/items/weapons/crimson_sword.lua
@@ -5,7 +5,7 @@
-----------------------------------------------
return{
- name = 'crimson sword',
+ name = 'crimson_sword',
type = 'weapon',
subtype = 'melee',
}
View
4 src/nodes/activenpcs/blacksmith_juan.lua
@@ -20,12 +20,12 @@ return {
},
onInteract = function(activenpc, player)
- local options = {"YES","NO"}
+ local options = {"Yes","No"}
local callback = function(result)
activenpc.prompt = nil
player.freeze = false
local screenshot = love.graphics.newImage( love.graphics.newScreenshot() )
- if result == "YES" then
+ if result == "Yes" then
Gamestate.switch("shopping", player, screenshot, "juans_smithy")
end
end
View
0  src/nodes/weapons/crimson sword.lua → src/nodes/weapons/crimson_sword.lua
File renamed without changes
View
29 src/player.lua
@@ -316,22 +316,27 @@ function Player:keyreleased( button, map )
self.events:push('halfjump')
elseif button == 'DOWN' then
if self.current_state_set == 'crawling' or self.character.state == 'crouch' then
- local top_bb_x = self.position.x + self.width / 2
- local top_bb_y = self.position.y + (self.height / 3) + 2
- local _,_,bot_bb_x,bot_bb_y = self.bottom_bb:bbox()
- for block in pairs(self.bottom_bb:neighbors()) do
- if block:collidesWith(self.bottom_bb) and block.node.isSolid then
- for _, shape in ipairs(self.collider:shapesAt(top_bb_x,top_bb_y)) do
- if shape:collidesWith(self.top_bb) and shape.node.isSolid then
- self:setSpriteStates('crawling')
- return
- end
- end
+ self:checkBlockedCrawl()
+ end
+ end
+end
+
+function Player:checkBlockedCrawl ()
+ local top_bb_x = self.position.x + self.width / 2
+ local top_bb_y = self.position.y + (self.height / 3) + 2
+ local _,_,bot_bb_x,bot_bb_y = self.bottom_bb:bbox()
+ for block in pairs(self.bottom_bb:neighbors()) do
+ if block:collidesWith(self.bottom_bb) and block.node.isSolid then
+ for _, shape in ipairs(self.collider:shapesAt(top_bb_x,top_bb_y)) do
+ if shape:collidesWith(self.top_bb) and shape.node.isSolid then
+ Timer.add(0.4, function() self:checkBlockedCrawl() end)
+ self:setSpriteStates('crawling')
+ return
end
end
- self:setSpriteStates(self.previous_state_set)
end
end
+ self:setSpriteStates(self.previous_state_set)
end
---
View
2  src/test/test_cheat.lua
@@ -45,6 +45,6 @@ function test_use_respect()
cheatscreen:enter()
cheatscreen.cmd.current = 'use respect'
cheatscreen:keypressed('SELECT')
- assert_equal(13, #player.inventory.pages.weapons)
+ assert_equal(14, #player.inventory.pages.weapons)
assert_equal(' Weapons granted', cheatscreen.cmd.queue[2])
end
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