KyleDSwarner / puzzles-reloaded

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Inconsistent Sounds #2

Closed davmillar closed 2 months ago

davmillar commented 2 months ago

I noticed in Undead that sometimes I'll tap and a cell will provide haptic feedback but not a clicking noise.

NLZ commented 2 months ago

Also it provides haptic feedback even when you do an invalid click, like long press on black squares in Light Up.

Not sure how it works exactly, but maybe the feedback chould be linked to the change in the board state (except from undo/redo/etc), not the actual click.

KyleDSwarner commented 2 months ago

@davmillar I haven’t been able to reproduce the inconsistent sounds myself, but I’ll keep an eye on it!

KyleDSwarner commented 2 months ago

@NLZ You're right, the haptic feedback when nothing happens is annoying. It’s definitely tricky- I route the taps into the puzzle, but I’m not really told if anything happens.

Looping in game state to see when things change is an interesting idea! I’ll look at the puzzles api and see if there’s something I can query. No promises, but I’ll try!

x-sheep commented 2 months ago

interpret_move in each puzzle has 3 different return values for inputs that don't affect the undo stack, and you can use it to see if the UI changed at all.

(it's entirely possible that my unreleased puzzles do not use these values correctly)

KyleDSwarner commented 2 months ago

Indeed it does! And it looks like that output is piped to me as part of midend_process_key() which is already being used, so I should be able to read that to improve the haptics and sound effects.

I'll add this to my to-do list to implement. Thank you both!

KyleDSwarner commented 2 months ago

I believe I've addressed the unnecessary sounds in the latest branch - you can try it out in the Tesflight if you want to help test - otherwise I'll release it to the store in a bit.

KyleDSwarner commented 2 months ago

Changes have been released to production from the testflight - please let me know if you run in to any other issues!