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Скачать или смотреть No Game Engine Game Dev: Word Sleuth 099: Loose ends, bugs, fixing Replays again, and song Playlists

  • The Discourager of Hesitancy
  • 2024-12-12
  • 443
No Game Engine Game Dev: Word Sleuth 099: Loose ends, bugs, fixing Replays again, and song Playlists
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Описание к видео No Game Engine Game Dev: Word Sleuth 099: Loose ends, bugs, fixing Replays again, and song Playlists

Streamed on 2024-12-12 (  / thediscouragerofhesitancy  )

Game Engines are for sissies!

There are no more major features left to add. So today we are wrapping up some loose ends. There has been a bug or two in the TODO list for quite some time, so that's what we tackled.

My cheating button to fill the guesses up (to help with testing) could cause an issue if it accidentally guessed the solution. It would keep trying to type while the level completed, then everything was out of whack. I added a check to see if the word to be typed was the same as the solution, then skip it if so.

Then it was on to Replays. The issues seen were caused by about three different issues, each of them subtle in their own way; hard to find but easy to fix. The first and easiest to find was a value I was updating that was copy/pasted from the Replay scanning function. When actually running the Playback it wasn't necessary and could misalign the times being tracked.

The second part had to do with "move the replay to the previous word" when the previous word was the first word. In this case it was calling reset, but some pieces of the reset functionality weren't handled in the reset function, but in the handler, and those weren't being exectued by the reset-by-way-of-previous-word code path. I moved that code inside the reset function and now it executes for both paths.

Lastly, it looked like the replay wasn't waiting for the level transition animations to finish before starting input again. I spent way too long on this one before I realized that I was looking at the problem backward: The wait was correct but the animation was running too long. We distinguish between real time and scaled time, and while the wait was correctly using scaled time, some animations weren't. I changed the Animation to always default to use scaled time and that fixed the last issue. Replay is now running reliably.

I thought I had time to implement a multi-playlist Playlist. I coded it up, but there was still a bug in it when I had to quit for the night. We'll have to pick it up there next week.

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