These are chat archives for Azurasky1/DragonArena

17th
Jun 2016
Billy B.
@Azurasky1
Jun 17 2016 10:33
ok, made the changes
Billy B.
@Azurasky1
Jun 17 2016 14:18
got some exciting new updates to share with you soon :)
Andrea Sonny
@andreasonny83
Jun 17 2016 14:23
cool
Billy B.
@Azurasky1
Jun 17 2016 14:37
ok, ready?
i'll make a pull request and you can see what i have so far?
i am going to greatly refine it, but you should see what i have currently
Andrea Sonny
@andreasonny83
Jun 17 2016 15:25
ok good
Andrea Sonny
@andreasonny83
Jun 17 2016 15:44
hello
Billy B.
@Azurasky1
Jun 17 2016 15:45
hey
Andrea Sonny
@andreasonny83
Jun 17 2016 15:45
just pushed the code styleguide PR
I cannot see the one you mentioned before
Billy B.
@Azurasky1
Jun 17 2016 15:46
right right yeah so i know i said i would commit that...but i started trying to convert the if/else statements in the movement logic into a switch by creating a key map
Andrea Sonny
@andreasonny83
Jun 17 2016 15:46
my code implementation requires a npm update to hae all the code styleguide and ESLint working
it’s fine
no worry
Billy B.
@Azurasky1
Jun 17 2016 15:47
long story short... the key map is based on numbers, and two ordinal directions add up to the same number, so i've spent the last hour trying to find a way around that lol
Andrea Sonny
@andreasonny83
Jun 17 2016 15:47
also gulp watch is now called gulp serve
Billy B.
@Azurasky1
Jun 17 2016 15:47
yeah dw i figured that out on my own
Andrea Sonny
@andreasonny83
Jun 17 2016 15:47
good
Billy B.
@Azurasky1
Jun 17 2016 15:48
i'm gonna undo all these changes and then commit what i had before
Andrea Sonny
@andreasonny83
Jun 17 2016 15:48
so, before you continue coding will be good if you have a look at my PR, then, if we merge that into develop, you will need to merge develop inside your feature branch to make sure you have the updated code running on your feature branch
this is quite standard method
basically, when the code changes on Develop, all the developers should merge the develop branch into their local feature branches to avoid Git conflicts in a second time
you don’t need to do that all the time but it’s best practice to do a develop merge before sending a pull request (every time you send a new pull request)
let me know if you understand this process
Billy B.
@Azurasky1
Jun 17 2016 15:51
i understand it
Andrea Sonny
@andreasonny83
Jun 17 2016 15:51
good
Billy B.
@Azurasky1
Jun 17 2016 15:51
i'll approve the merge and then pull the changes now
and then commit what i have
Andrea Sonny
@andreasonny83
Jun 17 2016 15:52
is not an extremely easy logic to understand. but once you’re used to that, it makes sense
already approved
Billy B.
@Azurasky1
Jun 17 2016 15:55
how come when i try to pull from origin after the merge it says already up to date?
also i just submitted the pull request
Andrea Sonny
@andreasonny83
Jun 17 2016 15:56
what do you mean?
what’s the problem?
Billy B.
@Azurasky1
Jun 17 2016 15:56
just when i tried to pull that stuff you changed
it told me that i was already up to date
but that doesn't make sense
Andrea Sonny
@andreasonny83
Jun 17 2016 15:57
what did you do exactly?
Billy B.
@Azurasky1
Jun 17 2016 15:57
so i did git pull origin <mybranch>
after the merge
oh wait
should i do git pull origin develop
Andrea Sonny
@andreasonny83
Jun 17 2016 15:57
yep
Billy B.
@Azurasky1
Jun 17 2016 15:58
/facepalm
and then all future branches will be based off that
Andrea Sonny
@andreasonny83
Jun 17 2016 15:58
that’s fine. you figured that out by yourself
well, you should:
git checkout develop
git pull
to fetch the new develop code
then, if you want to merge the new develop code into your feature branch
git checkout features/my-branch
git merge develop
git add .
git commit
git push origin features/my-branch
something like this I guess
I’m not using the terminal any more for git so I’m a little bit rusty
Billy B.
@Azurasky1
Jun 17 2016 16:01
yeah git was unfamiliar to me for the most part but i'm really getting the hang of it now
considering i'm getting actual experience with it, and i completed a git workshop
the command prompt is fun :)
i successfully merged
Andrea Sonny
@andreasonny83
Jun 17 2016 16:02
probably you need to add a description to the commit with git commit -am “merging develop”
I’m using SourceTree now, is faster
what branch are you working on?
Billy B.
@Azurasky1
Jun 17 2016 16:03
i submitted my branch of "collision_detection_and_projectiles
i think that might have been before the merge
Andrea Sonny
@andreasonny83
Jun 17 2016 16:03
you didn’t merge develop into that
maybe you didn’t push?
Billy B.
@Azurasky1
Jun 17 2016 16:04
i pushed it
it should be good now
Andrea Sonny
@andreasonny83
Jun 17 2016 16:05
yes, now it’s fine
well done
Billy B.
@Azurasky1
Jun 17 2016 16:05
thanks
try it out for yourself
:D
Andrea Sonny
@andreasonny83
Jun 17 2016 16:06
Using a UI however, can help you understaning what’s going on
https://www.evernote.com/l/AJ5dagWeVBlOK4HnTmqxL4gt3zYuCVxx4FQ
Billy B.
@Azurasky1
Jun 17 2016 16:06
looks like some stuff got added that is interfering with the code being run
holy shit
Andrea Sonny
@andreasonny83
Jun 17 2016 16:06
?
Billy B.
@Azurasky1
Jun 17 2016 16:07
cool ui lol
Andrea Sonny
@andreasonny83
Jun 17 2016 16:07
you have merge conflicts?
Billy B.
@Azurasky1
Jun 17 2016 16:07
a bunch of weird stuff got added to the app.js
it's messing with the syntax parser
like: <<<<<<< HEAD
Andrea Sonny
@andreasonny83
Jun 17 2016 16:07
oh yeah, those are git conflicts
you need to get used at those as well ;)
they should be resolved manually
Billy B.
@Azurasky1
Jun 17 2016 16:08
ok
Andrea Sonny
@andreasonny83
Jun 17 2016 16:08
here is how that stuff works
<<<<<<< HEAD
   develop code
=======
  your branch code
>>>>>>> bcfbf7ef41f14085fa13a355a4a2022bb469e851
you should manually decide which one you want to keep
it happens whey 2 developers work on the same files
so Git doesn’t know which changes you want to keep
Billy B.
@Azurasky1
Jun 17 2016 16:10
that sounds like it could be helpful
what's the stuff between the >>>>>>>>> bc814819199151 and the next <<<<<<<<< HEAD
Andrea Sonny
@andreasonny83
Jun 17 2016 16:11
yes but it’s going to be a paint to manually fix that app.js
Billy B.
@Azurasky1
Jun 17 2016 16:11
i can't imagine doing this if there were thousands of lines
Andrea Sonny
@andreasonny83
Jun 17 2016 16:11
bc814819199151 is the commit hash
is develop
for example:
<<<<<<< HEAD
  var projectiles = [];
  var projectile;
=======
  var player;
  var playerHealth;
  // keeps track of which keys are pressed
  var keyState = [];
>>>>>>> bcfbf7ef41f14085fa13a355a4a2022bb469e851
This is your code
<<<<<<< HEAD
  var projectiles = [];
  var projectile;
=======
and this is mine on Develop:
=======
  var player;
  var playerHealth;
  // keeps track of which keys are pressed
  var keyState = [];
>>>>>>> bcfbf7ef41f14085fa13a355a4a2022bb469e851
because we edited the same lines of code Git doesn’t know what to do
Billy B.
@Azurasky1
Jun 17 2016 16:13
but i thought the code below the ===== was my branch
Andrea Sonny
@andreasonny83
Jun 17 2016 16:13
in this case, we should keep both changes
Billy B.
@Azurasky1
Jun 17 2016 16:14
sorry i just want to make sure i understand this properly lol
Andrea Sonny
@andreasonny83
Jun 17 2016 16:14
no, HEAD is your code because HEAD is the branch you’re correctly checking out
Billy B.
@Azurasky1
Jun 17 2016 16:14
ok yeah i was just confused because of this
<<<<<<< HEAD
   develop code
=======
  your branch code
>>>>>>> bcfbf7ef41f14085fa13a355a4a2022bb469e851
Andrea Sonny
@andreasonny83
Jun 17 2016 16:14
yes, ok
it depends from which branch you made the merge
is not standard
but you can manually verify that because bcfbf7ef41f14085fa13a355a4a2022bb469e851 is Develop
so
=======
  This is Develop
>>>>>>> bcfbf7ef41f14085fa13a355a4a2022bb469e851
Billy B.
@Azurasky1
Jun 17 2016 16:15
and what is develop? just the develoop branch on git?
are you working with a branch labeled develoop?
Andrea Sonny
@andreasonny83
Jun 17 2016 16:16
the result from the previous git conflict will be to keep both changes in this way
  var projectiles = [];
  var projectile;
  var player;
  var playerHealth;
  // keeps track of which keys are pressed
  var keyState = [];
Billy B.
@Azurasky1
Jun 17 2016 16:16
right right
Andrea Sonny
@andreasonny83
Jun 17 2016 16:16
yes that’s the Git develop branch
Billy B.
@Azurasky1
Jun 17 2016 16:16

as opposed to some other instances, where we have duplicates of the same thing: this.pos = {
x: screenWidth / 2 - ((500 / 9) / 2),
<<<<<<< HEAD

  y: screenHeight / 2  - ((519 / 8) / 2),

=======
y: screenHeight / 2 - ((519 / 9) / 2)

bcfbf7ef41f14085fa13a355a4a2022bb469e851
};

this.pos = {
x: screenWidth / 2 - ((500 / 9) / 2),
<<<<<<< HEAD

  y: screenHeight / 2  - ((519 / 8) / 2),

=======
y: screenHeight / 2 - ((519 / 9) / 2)

bcfbf7ef41f14085fa13a355a4a2022bb469e851
};

ugh lol
this.pos = {
  x: screenWidth / 2 - ((500 / 9) / 2),

<<<<<<< HEAD

  y: screenHeight / 2  - ((519 / 8) / 2),

=======
y: screenHeight / 2 - ((519 / 9) / 2)

bcfbf7ef41f14085fa13a355a4a2022bb469e851
};

just doesn't wanna work but there are 2 y properties
Andrea Sonny
@andreasonny83
Jun 17 2016 16:17
you should put your code between “```"
     this.pos = {
      x: screenWidth / 2 - ((500 / 9) / 2),
<<<<<<< HEAD
      y: screenHeight / 2  - ((519 / 8) / 2),
=======
      y: screenHeight / 2 - ((519 / 9) / 2)
>>>>>>> bcfbf7ef41f14085fa13a355a4a2022bb469e851
    };
like this
Billy B.
@Azurasky1
Jun 17 2016 16:18
what is that
between quotations?
it looks like you used three different symbols
"```"
Andrea Sonny
@andreasonny83
Jun 17 2016 16:18
the way for writing code in Gitter. Is Markdown syntax
Azurasky1_DragonArena_-_Gitter_and_app_js_—_scripts_—__Users_andrea_zornada_DragonArena.jpg
click on that to see how it works
Billy B.
@Azurasky1
Jun 17 2016 16:19
  this.pos = {
      x: screenWidth / 2 - ((500 / 9) / 2),
<<<<<<< HEAD
      y: screenHeight / 2  - ((519 / 8) / 2),
=======
      y: screenHeight / 2 - ((519 / 9) / 2)
>>>>>>> bcfbf7ef41f14085fa13a355a4a2022bb469e851
    };
Andrea Sonny
@andreasonny83
Jun 17 2016 16:19
that’s it
Billy B.
@Azurasky1
Jun 17 2016 16:19
awesome
Andrea Sonny
@andreasonny83
Jun 17 2016 16:20
so, the next conflict in the code is actually this one:
<<<<<<< HEAD
  function notColliding(body1, body2) {
    return ((body1.pos.x + body1.frame.width < body2.pos.x) ||
    (body1.pos.x > body2.pos.x + body2.width) ||
    (body1.pos.y > body2.pos.y + body2.height) ||
    (body1.pos.y + body1.height < body2.pos.y));
  };

  function drawHitBox(color) {
    csv.strokeStyle = color;
    csv.strokeRect(player.pos.x, player.pos.y, player.frame.width, player.frame.height);
    csv.fillStyle = 'blue';
    csv.font = '30px Cambria';
    csv.fillText('Player hitbox(red = collision): ', 10, 30);
    csv.strokeRect(400, 10, player.frame.width, player.frame.height);
  };

  function Player(totalHealth, currentHealth) {
    this.health = {
      total: totalHealth,
      current: currentHealth,
      percent: (currentHealth / totalHealth) * 100,
=======
  /**
   * [Player description]
   *
   * @param {Number} totalHealth   [description]
   * @param {Number} currentHealth [description]
   */
  function Player(totalHealth, currentHealth) {
    this.health = {
      totalHealth: totalHealth,
      currentHealth: currentHealth,
      percent: (currentHealth / totalHealth) * 100
>>>>>>> bcfbf7ef41f14085fa13a355a4a2022bb469e851
right?
Billy B.
@Azurasky1
Jun 17 2016 16:20
the second part is actually something that i changed
you can see that i changed player.health.currentHealth to just player.health.current
Andrea Sonny
@andreasonny83
Jun 17 2016 16:21
you created 2 new functions: function notColliding and function drawHitBox, right?
Billy B.
@Azurasky1
Jun 17 2016 16:21
yep
Andrea Sonny
@andreasonny83
Jun 17 2016 16:21
and I created a comment to the Player function
so we both edited Player
Billy B.
@Azurasky1
Jun 17 2016 16:22
ok this makes sense
so what happens when we are both editing the same document
Andrea Sonny
@andreasonny83
Jun 17 2016 16:23
the result for that will be overwriting everithing with:
  function notColliding(body1, body2) {
    return ((body1.pos.x + body1.frame.width < body2.pos.x) ||
    (body1.pos.x > body2.pos.x + body2.width) ||
    (body1.pos.y > body2.pos.y + body2.height) ||
    (body1.pos.y + body1.height < body2.pos.y));
  };

  function drawHitBox(color) {
    csv.strokeStyle = color;
    csv.strokeRect(player.pos.x, player.pos.y, player.frame.width, player.frame.height);
    csv.fillStyle = 'blue';
    csv.font = '30px Cambria';
    csv.fillText('Player hitbox(red = collision): ', 10, 30);
    csv.strokeRect(400, 10, player.frame.width, player.frame.height);
  };

  /**
   * [Player description]
   *
   * @param {Number} totalHealth   [description]
   * @param {Number} currentHealth [description]
   */
  function Player(totalHealth, currentHealth) {
    this.health = {
      total: totalHealth,
      current: currentHealth,
      percent: (currentHealth / totalHealth) * 100,
    };
right?
Billy B.
@Azurasky1
Jun 17 2016 16:23
yeah
Andrea Sonny
@andreasonny83
Jun 17 2016 16:23
so, our app.js will be like this so far
(function(global) {
  'use strict';

  var KEY_UP = 38;
  var KEY_DOWN = 40;
  var KEY_LEFT = 37;
  var KEY_RIGHT = 39;
  var KEY_SPACE = 32;
  var c = document.getElementById('canvas');
  var csv = c.getContext('2d');
  var screenHeight = document.body.offsetHeight;
  var screenWidth = document.body.offsetWidth;
  var fpsInterval;
  var now;
  var then;
  var elapsed;
  var projectiles = [];
  var projectile;
  var player;
  var playerHealth;
  // keeps track of which keys are pressed
  var keyState = [];

  // set the canvas to the full page size
  c.width = screenWidth;
  c.height = screenHeight;

  window.addEventListener('keydown', function(e) {
    keyState[e.keyCode || e.which] = true;
  }, true);

  window.addEventListener('keyup', function(e) {
    keyState[e.keyCode || e.which] = false;
  }, true);

  function notColliding(body1, body2) {
    return ((body1.pos.x + body1.frame.width < body2.pos.x) ||
    (body1.pos.x > body2.pos.x + body2.width) ||
    (body1.pos.y > body2.pos.y + body2.height) ||
    (body1.pos.y + body1.height < body2.pos.y));
  };

  function drawHitBox(color) {
    csv.strokeStyle = color;
    csv.strokeRect(player.pos.x, player.pos.y, player.frame.width, player.frame.height);
    csv.fillStyle = 'blue';
    csv.font = '30px Cambria';
    csv.fillText('Player hitbox(red = collision): ', 10, 30);
    csv.strokeRect(400, 10, player.frame.width, player.frame.height);
  };

  /**
   * [Player description]
   *
   * @param {Number} totalHealth   [description]
   * @param {Number} currentHealth [description]
   */
  function Player(totalHealth, currentHealth) {
    this.health = {
      total: totalHealth,
      current: currentHealth,
      percent: (currentHealth / totalHealth) * 100,
    };
and we got rid of 2 Git conflicts
we there are more
the next one is this:
<<<<<<< HEAD
      height: (519 / 8), // 57.6666666...7
=======
      height: (519 / 9) // 57.6666666...7
>>>>>>> bcfbf7ef41f14085fa13a355a4a2022bb469e851
now you tell me how to resolve this
Billy B.
@Azurasky1
Jun 17 2016 16:25
right so just keep the first height because we only need to divide the spritesheet's height by the number of ordinal directions, which is 8 instead of 9
Andrea Sonny
@andreasonny83
Jun 17 2016 16:25
good
Billy B.
@Azurasky1
Jun 17 2016 16:25
that way, we properly find the height of 1 frame
before we were a bit off
Andrea Sonny
@andreasonny83
Jun 17 2016 16:26
so, you need to manually remove all the unwanted code from your file
the next one is similar:
<<<<<<< HEAD
      y: screenHeight / 2  - ((519 / 8) / 2),
=======
      y: screenHeight / 2 - ((519 / 9) / 2)
>>>>>>> bcfbf7ef41f14085fa13a355a4a2022bb469e851
Billy B.
@Azurasky1
Jun 17 2016 16:27
yep just got that one
same as before
Andrea Sonny
@andreasonny83
Jun 17 2016 16:27
git is reporting as a conflict because, as you can see, I removed the comma after the end of the line
so we both edited this line of code again
you can keep your code and removing the comma
Billy B.
@Azurasky1
Jun 17 2016 16:28
just an fyi
the only reason i keep the comma is because of the linter
normally, when listing properties i don't comma after the last one
but it told me to add it
Andrea Sonny
@andreasonny83
Jun 17 2016 16:29
probably because you set your Lint to work with ES6
Billy B.
@Azurasky1
Jun 17 2016 16:29
:(
Andrea Sonny
@andreasonny83
Jun 17 2016 16:29
but we’re working JavaScript ES5
because ES6 is not supported by modern browsers
Billy B.
@Azurasky1
Jun 17 2016 16:29
where can i change that
Andrea Sonny
@andreasonny83
Jun 17 2016 16:30
but now I implemented the ESLint and the code styleguide so you should receinve the correct linting notification instead
are you using an Atom lint for that?
Billy B.
@Azurasky1
Jun 17 2016 16:30
ok
yes
i am using atom
Andrea Sonny
@andreasonny83
Jun 17 2016 16:30
which one
Billy B.
@Azurasky1
Jun 17 2016 16:30
the one you showed me
sec
linter-jscs
Andrea Sonny
@andreasonny83
Jun 17 2016 16:31
yes but what JS linter are you using on Atom?
ok
do you have installed linter asa well? https://atom.io/packages/linter
Billy B.
@Azurasky1
Jun 17 2016 16:32
yes
Andrea Sonny
@andreasonny83
Jun 17 2016 16:32
you also need this one: https://atom.io/packages/linter-eslint
and it should detect the lint rules I set
Billy B.
@Azurasky1
Jun 17 2016 16:33
ok
got it
Cannot find module 'eslint-config-google'
Andrea Sonny
@andreasonny83
Jun 17 2016 16:35
run npm update in your terminal, from this project folder
I included new packages in the repository
they need to be manually installed
Billy B.
@Azurasky1
Jun 17 2016 16:37
so eslint-config-google
anything else
what exactly am i installing
cuz i ran npm install
Andrea Sonny
@andreasonny83
Jun 17 2016 16:39
you’re installing all the node package dependencies for the project
Billy B.
@Azurasky1
Jun 17 2016 16:39
no i mean
you said i had to install them manually
is there anything i missed with just npm install
Andrea Sonny
@andreasonny83
Jun 17 2016 16:40
no
it’s ok
Billy B.
@Azurasky1
Jun 17 2016 16:40
i still have that error on atom, lemme reset it
Andrea Sonny
@andreasonny83
Jun 17 2016 16:40
try to close the file and re-open
or just hit a save file
need to leave the office in a couple of minutes
have a look at this to better understand Git conflicts:
https://help.github.com/articles/resolving-a-merge-conflict-from-the-command-line/
Billy B.
@Azurasky1
Jun 17 2016 16:45
there are somehow 400 errors with this when i close the player constructor -_-
i do not want to sift through four hundred errors
nevermind i fixed it
thank goodness
Billy B.
@Azurasky1
Jun 17 2016 16:51
ok no, this is a huge issue
when i close the player prototype object literal, i get 400 errors
go to your code, play with it
Billy B.
@Azurasky1
Jun 17 2016 17:01
my code doesn't even work anymore!!!!
Billy B.
@Azurasky1
Jun 17 2016 17:08
it's not even recognizing player on the global scope for some reason
Andrea Sonny
@andreasonny83
Jun 17 2016 17:11
It was working for me on develop branch
Billy B.
@Azurasky1
Jun 17 2016 17:12
dude
this is fucked
Andrea Sonny
@andreasonny83
Jun 17 2016 17:13
What?
Checkout develop
Billy B.
@Azurasky1
Jun 17 2016 17:14
i did that
it works now
Andrea Sonny
@andreasonny83
Jun 17 2016 17:14
Ok
Billy B.
@Azurasky1
Jun 17 2016 17:14
i don't understand why nothing was working on my other branch
we need to approve the other pull request
i do not have access to any of the stuff that i was trying to add before
like the hitboxes or collision detection
Andrea Sonny
@andreasonny83
Jun 17 2016 17:17
I can try to fix the conflicts on your branch
But I'm not home now
Billy B.
@Azurasky1
Jun 17 2016 17:17
take a look when you get back, i want to move on to other stuff
Andrea Sonny
@andreasonny83
Jun 17 2016 17:18
Ok
Andrea Sonny
@andreasonny83
Jun 17 2016 18:26
Hey man
Billy B.
@Azurasky1
Jun 17 2016 18:26
yo
Andrea Sonny
@andreasonny83
Jun 17 2016 18:26
Try to checkout your branch now and git pull
I fixed the conflicts
Not 100% it will work because I made that from my smartphone so I cannot test it
Billy B.
@Azurasky1
Jun 17 2016 18:28
pull from develop?
Andrea Sonny
@andreasonny83
Jun 17 2016 18:28
No no
Your broken branch
Billy B.
@Azurasky1
Jun 17 2016 18:29
yeah i did git pull
Andrea Sonny
@andreasonny83
Jun 17 2016 18:29
The one from where you created the pull request
Billy B.
@Azurasky1
Jun 17 2016 18:29
it just always asks me to designate a repository branch to merge with
Andrea Sonny
@andreasonny83
Jun 17 2016 18:29
Collision detection
What?
Billy B.
@Azurasky1
Jun 17 2016 18:29
Unpacking objects: 100% (5/5), done.
From https://github.com/Azurasky1/DragonArena
4ebf998..0fcd445 collision_detection_and_projectiles
There is no tracking information for the current branch.
Please specify which branch you want to merge with.
Andrea Sonny
@andreasonny83
Jun 17 2016 18:29
On what brach are you?
Billy B.
@Azurasky1
Jun 17 2016 18:30
i'm on collision detection
and the pull was successful
i'll see if it works
Andrea Sonny
@andreasonny83
Jun 17 2016 18:30
Type git status
What does ot say?
Billy B.
@Azurasky1
Jun 17 2016 18:32
it was successful it just asks me to desginate a branch to merge with
all the problems are still there, though
Andrea Sonny
@andreasonny83
Jun 17 2016 18:32
You don't have to merge anything
Billy B.
@Azurasky1
Jun 17 2016 18:32
right right
Andrea Sonny
@andreasonny83
Jun 17 2016 18:32
What git status says
Billy B.
@Azurasky1
Jun 17 2016 18:32
yeah the code still doesn't work for whatever reason
On branch collision_detection_and_projectiles
nothing to commit, working directory clean
you need to look at the code, i can't see anything wrong with it
Andrea Sonny
@andreasonny83
Jun 17 2016 18:33
What git branch says
Billy B.
@Azurasky1
Jun 17 2016 18:33
  • collision_detection_and_projectiles
Andrea Sonny
@andreasonny83
Jun 17 2016 18:33
Ok
Billy B.
@Azurasky1
Jun 17 2016 18:33
i want the code that i had before the merge lol
Andrea Sonny
@andreasonny83
Jun 17 2016 18:33
Type: git pull
Billy B.
@Azurasky1
Jun 17 2016 18:33
i made a commit with it so we should be able to get it
There is no tracking information for the current branch.
i already pulled
i'll just wait for you to get home, then we can look at the code together
Andrea Sonny
@andreasonny83
Jun 17 2016 18:35
Typing git status it should give you back the commit hash
Tell me that hash
Billy B.
@Azurasky1
Jun 17 2016 18:35
what do you mean?
Andrea Sonny
@andreasonny83
Jun 17 2016 18:37
Something like: 2758aee4
Billy B.
@Azurasky1
Jun 17 2016 18:37
no
Andrea Sonny
@andreasonny83
Jun 17 2016 18:37
That
Billy B.
@Azurasky1
Jun 17 2016 18:37
no when i sue git shell i don't get anything like that
Andrea Sonny
@andreasonny83
Jun 17 2016 18:37
Hm
git status should say that
Billy B.
@Azurasky1
Jun 17 2016 18:38
here is exactly what git status tells me
On branch collision_detection_and_projectiles
nothing to commit, working directory clean
Andrea Sonny
@andreasonny83
Jun 17 2016 18:40
Try git show
Billy B.
@Azurasky1
Jun 17 2016 18:45
this is the commit that i submitted when nothing was working
with the captaion "ignore this, nothing is working"
i don't know what it is but for whatever reason this code doesn't work, for some reason i'm not even able to access my global variables in my functions anymore
it just says that they are undefined instead
Billy B.
@Azurasky1
Jun 17 2016 18:52
i copy-pasted my code that was working earlier and nothing is happening
Billy B.
@Azurasky1
Jun 17 2016 21:53
just so you have an idea of what i am doing
i am working on a flexible constructor for creating animation objects using any spritesheet
that way, we have re-usability
i'm writing all of my code with future scaling in mind
you probably already know but at some point we will have to re-organize our app.js, and if we can make any other functionality into a module and take up less space, we should do that
basically abstract all the logic
once all this is out of the way, i will look more into implementing the server and database :D
and eventually learn how to create some pixel art for our game, or enlist some help from my friends
Billy B.
@Azurasky1
Jun 17 2016 21:59
try and figure out (when you can, of course) the reason why my updateEverythingThenDraw() function isn't able to access the global object player anymore
it's really strange that the one particular problem arose after the merge, didn't have any issues with that beforehand for some reason
i'm basically challenging myself to accomplish all of this with as little but at the same time most efficient code as possible in order to save more memory from being used
and if you ask me the question are you excited about this challenge
the answer is yes, i am. i am very excited :D get excited, sonny!
also worth noting: the code is usable on develop right now but doesn't have the other stuff from the pull request
i'm still curious why the other branch doesn't work, though