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Skyborne 0.2.0

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@ishraq21 ishraq21 released this 09 Oct 20:35
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City scale

  • Districts are about 1.4 times wider, with a wider two-lane road and more room between the desks. The whole city spreads out to match, and the camera's views pull back with it.
  • Cars, shops, the café, apartments, towers and each district's HQ are now sized like a real city next to the Skybots:
    • a car is about as long as a Skybot is tall;
    • a Skybot fits through a door;
    • floors are taller.
  • City Hall is bigger, and the hover cars fly higher, above the tallest towers.
  • Cars on the same lane keep their distance instead of driving through each other.
  • Sun shadows now follow the camera, so they also show on districts far from City Hall.
  • A full city of 60 districts takes about a tenth fewer draw calls (the batches of drawing the page sends to the graphics card each frame).

Skybots walk around things

  • Skybots no longer walk through desks, the kiosk, the bench, trees or the HQ. They follow a path around them.
  • Skybots no longer walk through each other. A walking bot steps aside for one ahead (both keep right). It never pushes into a bot that is standing still.
  • No two bots are sent to stand in the same place:
    • each idle spot is held by one bot at a time;
    • helpers handing their results to the lead stand around it, not on top of each other;
    • helpers that beam in (when every house is taken, see below) arrive side by side around the pad, and wait in their own spots by the pad when they finish.
  • Opening the city on a quiet (asleep) session puts its Skybots in their places. Before, they all stood on one spot in the middle of the plaza.
  • A desk's screen no longer flickers or goes dark under a Skybot working at it after another bot has left that desk.

Homes for helpers

  • Each district has a row of six cottages at its front, across the road from the plaza, with their doors facing the island's edge.
  • A helper steps out of its own front door when it starts, walks to the zebra crossing and crosses the road to work. When it finishes, it hands its result to the lead and walks home. Its door shows its colour, and its window lights while it's in.
  • A helper sent back to work goes straight back out (or turns round on its way home). One that leaves while it's out walks home first.
  • The lead has no house: it works from the HQ as before. When all six houses are taken, a new helper beams down by the pad as before.
  • Cars stop at the zebra crossing for a Skybot that is crossing or about to, and a Skybot waits at the kerb while a car is on the crossing.
  • Clicking a helper that is at home (in the console) shows its front door and lit window.

Console

  • The console has an × in its header that hides it, at every screen size. On a phone the toolbar icon that hides the console was easy to miss.

Camera

  • Clicking a Skybot or a district, or "Back to the skyline", no longer swings the camera over the clouds on the way. It now keeps facing where it is flying.
  • On a phone held upright, with the console open, the picture sits in the strip above the console sheet, so a Skybot you click is no longer hidden behind the sheet. This applies to every view while the console is open, not only a click on a Skybot.

Known gap: a phone held sideways

  • With the console open on a phone held sideways, the console can still cover a Skybot you click (#22).

Install or upgrade with uv tool install skyborne (or uv tool upgrade skyborne, then skyborne install). PyPI https://pypi.org/project/skyborne/0.2.0/