bzr branch
/browse/iphone/tappity
| Line | Revision | Contents |
| 1 | 42 | make snapping more lenient? increased to 8px radius and +-15° |
| 2 | ||
| 3 | one-touch rotation needs tweaking |
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| 4 | ||
| 5 | slow on iphone 3g -> reduce triangle count? |
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| 6 | -> seems to be ok with release build |
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| 7 | ||
| 8 | ||
| 9 | make bigger lumps fall through to the back |
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| 10 | ||
| 11 | maybe show number of pieces? |
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| 12 | ||
| 13 | snapping problems? |
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| 14 | ||
| 15 | cropping images? the built-in editor sucks |
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| 16 | ||
| 17 | [00:12] <NCarter> I think it'd be nice if single pieces were slightly darker or something. |
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| 18 | [00:12] <NCarter> Otherwise, with an image that is largely flat colours, it's quite difficult to distinguish them from the big part. |
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| 19 | ||
| 20 | ||
| 21 | snap to bigger lump? piece now snap so that the "selected" piece moves to align with the non-selected piece, disregarding size |
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| 22 | ||
| 23 | STRAIGHT SKELETON: |
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| 24 | ||
| 25 | spoke, source, front are the three different lines |
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| 26 | ||
| 27 | starting with a simple, non-convex polygon spokes need to be intersected with fronts, in the order of "distance". |
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| 28 | ||
| 29 | the movement of fronts is always perpendicular to their direction, and this can be exploited to compute when a given front and ray will intersect, which is in turn needed to compute when a given source-spokes-front trapezoid will intersect another. |
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| 30 | ||
| 31 | ||
| 32 | ||
| 33 | TODO: |
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| 34 | about/credits |
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| 35 | tips on game |
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| 36 | link to website |
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| 37 | show time when puzzle was completed |
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| 38 | shake to make big pieces fall through, shuffle a bit |
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| 39 | sounds |
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| 40 | "shadows" |
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| 41 | visual cues |
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| 42 | zooming not reset with new game |
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| 43 | 46 | zoom piece when rotating? |
| 44 | ||
| 45 |
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