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feat: Round scoring + map transitions #973
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settings to Attachment. Provides additional control to sprite orientation / position when attached.
DRuppFv
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Apr 20, 2024
This change adds basic components of scoring rounds and map transitions. When 1 or fewer players are alive, round is scored after a few seconds, and transitions to new map. ### Round Scoring Round scoring starts when one or fewer players are left. After a few seconds, winner is chosen. If last player dies before this, it is a draw. I added a "programmer art" rendition of a +1 sprite that pops up over winners head, and grabbed this [sound effect](https://freesound.org/people/Samuel54tw/sounds/705735/). Definitely can replace / upgrade these but wanted to get something in for now. ### Map Transition There is a new "All Maps" button on map select screen that creates a pool of all maps, otherwise can select single map. Next map is random, though due to fixed seed, I think ordering may be identical each time. Can improve this later on. Map transition only occurs once all players have confirmed frame it occurred on (for network play). Game session is restarted, and net session runner + ggrs session are re-created with existing socket. - There's a bit of delay + black screen on map transition in network play due to ggrs session synchronizing before advancing. Something to improve in the future. In local it is instant. ### Attachment Changes Added a `sync_flip` and `offset_inherits_rotation` to give additional control on what is applied to attachment from parent. The win indicator is an attachment with a lerped offset over time to make it rise. Added an `AttachmentEase` component and some attachment meta types used by win indicator here.
DRuppFv
pushed a commit
to DRuppFv/jumpy
that referenced
this pull request
Apr 20, 2024
This change adds basic components of scoring rounds and map transitions. When 1 or fewer players are alive, round is scored after a few seconds, and transitions to new map. ### Round Scoring Round scoring starts when one or fewer players are left. After a few seconds, winner is chosen. If last player dies before this, it is a draw. I added a "programmer art" rendition of a +1 sprite that pops up over winners head, and grabbed this [sound effect](https://freesound.org/people/Samuel54tw/sounds/705735/). Definitely can replace / upgrade these but wanted to get something in for now. ### Map Transition There is a new "All Maps" button on map select screen that creates a pool of all maps, otherwise can select single map. Next map is random, though due to fixed seed, I think ordering may be identical each time. Can improve this later on. Map transition only occurs once all players have confirmed frame it occurred on (for network play). Game session is restarted, and net session runner + ggrs session are re-created with existing socket. - There's a bit of delay + black screen on map transition in network play due to ggrs session synchronizing before advancing. Something to improve in the future. In local it is instant. ### Attachment Changes Added a `sync_flip` and `offset_inherits_rotation` to give additional control on what is applied to attachment from parent. The win indicator is an attachment with a lerped offset over time to make it rise. Added an `AttachmentEase` component and some attachment meta types used by win indicator here.
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This change adds basic components of scoring rounds and map transitions. When 1 or fewer players are alive, round is scored after a few seconds, and transitions to new map.
Round Scoring
Round scoring starts when one or fewer players are left. After a few seconds, winner is chosen. If last player dies before this, it is a draw.
I added a "programmer art" rendition of a +1 sprite that pops up over winners head, and grabbed this sound effect. Definitely can replace / upgrade these but wanted to get something in for now.
Map Transition
There is a new "All Maps" button on map select screen that creates a pool of all maps, otherwise can select single map. Next map is random, though due to fixed seed, I think ordering may be identical each time. Can improve this later on.
Map transition only occurs once all players have confirmed frame it occurred on (for network play). Game session is restarted, and net session runner + ggrs session are re-created with existing socket.
Attachment Changes
Added a
sync_flip
andoffset_inherits_rotation
to give additional control on what is applied to attachment from parent. The win indicator is an attachment with a lerped offset over time to make it rise. Added anAttachmentEase
component and some attachment meta types used by win indicator here.