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Custom Wars Tactics - An effort to create an open engine to emulate the gaming experience of the Nintendo Advance Wars series.
Home Page: http://ctomni231.github.io/cwtactics/
License: Mozilla Public License 2.0
JavaScript 60.10%
HTML 0.87%
Java 39.03%
cwtactics's People
cwtactics's Issues
There is a test inside Engine Bridge and Test Map describing the error. It leaves a bunch of error messages and does not load the JSON map properly. I tried it with the internal map in DetachedMapUtil.java and the 3 external json file maps each with the same errors.
Seems the received path from astar do not recognizes units in the way. This must be fixed.
Furthermore the move logic does not set the positions correctly if the way is breaked.
it seems it only happens to the first unit type
all properties have recolor problems
Confirmend on FF 17,18 and 19
may an actionm fault or move type fault...
Sometimes it is still visible if you are in a situation where it is not usable like joining.
I think the shape of the rocket plus a flame would be enough
New UI
Tile and unit information about the selected tile
Pictures are usually better than words. It doesn't affect how the item is selected, but it is a very small bug nonetheless.
combine base selector function of units and properties to one
SELECT MOVE TARGET
SELECT ATTACK ACTION
SELECT TARGET
SHOW WEAPONS AS SUB MENU
cwt.clearTargetSelection( centerX, centerY );
cwt.setTargetForSelection( x,y );
// INVOKES COMMANDS TO GET A SELECTED TILE FROM GAME CLIENT (ASYNC)
cwt.receiveTargetFromSelection();
Player decision by click on an enemy unit or property
Sub menu: amount of money 500, 1000, 2000, 5000, 10000, 20000, 50000
Sets type SILO_EMPTY to SILO
slide up -> index--
slide down -> index++
like a development diary ^^
less DRY ( in case of action names ) stuff should be needed to define actions.
This only produces many object creations and is not critical to have it. In many situations like Move we have only one card at the same time. In that case a single object in the root context should be enough for the requirements.
Some bad bugs that was a result of the refactoring. I think it would be nice for testers to have a working milestone 1.
Action structure
Serialized commands must be smaller
Divide move from action as single command
Better file structure
Player 2 and 3 cannot act, never. Player 1 can act if you do next turn to get to day 2.
UP, DOWN
ACTION, CANCEL
Menu shifting via div.scrollTop
Selected unit or property selects the unit that can be dropped
Sub Menu: player decision