Conversation
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@Chewy-b0t is attempting to deploy a commit to the FreezingMoon Team on Vercel. A member of the Team first needs to authorize it. |
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@Chewy-b0t Haven't noticed any sort of improvement during gameplay, but neither any issues so far, will test more. The code looks cleaner, though I'm pretty sure it might be simplified using Phaser stuff like https://phaserjs.github.io/phaser-ce/Phaser.Sprite.html#top or https://phaserjs.github.io/phaser-ce/Phaser.Sprite.html#overlap and so on. Also, get that increased alpha back in like in the previous PR, as it improved things a bit, like I mentioned before 🐻 |
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Restored the stronger x-ray sprite alpha from the previous PR while keeping the new overlap-detection logic intact. Verification rerun locally:
There is still a separate existing CI failure in the full it would also be nice to get some mintme for gas fees. |
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@Chewy-b0t Vercel failed on build: Noted, will keep in mind the gas thingy, do note that token is currently rather low value, needs a bit of time. Don't forget to take a peek at that phaser-ce stuff I've linked above, as you're reinventing the wheel a bit. |
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Fixed. The Vercel failure was caused by an outdated Jest mock type annotation in Pushed here: I’ll keep the Phaser-CE note in mind as I touch the x-ray path further. |
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@Chewy-b0t Tested some more, works pretty well so far... And also, most of the code you wrote could be removed by using the Phaser variables and functions linked 🐻 |
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Addressed the active-unit case in 015f4a7. Using an ability on a higher row hex will no longer x-ray the active creature if its screen bounds overlap the target area, and I added a regression test for that path in I did not fold in the Phaser-based cleanup in this patch. That part is more of a design/dependency tradeoff, so I kept this change scoped to the behavior fix instead of mixing a refactor into the review follow-up. |
Summary
Verification
Notes
Fixes #2617