Closed mjocean closed 6 years ago
Hell yeah! Do it!
Scott Danesi
scott@scottdanesi.com
From: Michael Ocean [mailto:notifications@github.com] Sent: Friday, November 10, 2017 9:11 AM To: mjocean/PyProcGameHD-SkeletonGame PyProcGameHD-SkeletonGame@noreply.github.com Cc: Subscribed subscribed@noreply.github.com Subject: [mjocean/PyProcGameHD-SkeletonGame] Dev (#15)
Master has been frozen for a very long time to preserve the "original" SkeletonGame ways to do things. Changes and tutorials on skeletongame.com are all written for dev branch. Now that two commercial games are using the dev branch of SkeletonGame as the groundwork for their games... Seems an appropriate time to pull off the Band-Aid.
You can view, comment on, or merge this pull request online at:
https://github.com/mjocean/PyProcGameHD-SkeletonGame/pull/15
Commit Summary
autoplunge_settle_time
(the amount of time a ball needs to be idle in the shooter lane before autoplunging). In __init__()
, before the call to super, set self.autoplunge_settle_time=.8
to wait 800ms, for examplestart_button
); makes voice sounds automatically use the new queuing logic (so voice samples don't step on each other); fixes a long standing logger bug for enabling/disabling flippersnum_balls_requested()
trough method to return an accurate number of balls that are live plus pending launchvoice
tags on sound effects in asset_list.yaml
voice: True
to treat a sound effect like a voice (if another voice is playing, playback is queued). By default everything in the voices category is treated as a voice.self.force_event_next()
)config.yaml
configurable value. Use default_modes:ball_search_delay: <sec>
to adjust (default is 30s)__init__()
try: self.trough_settle_time = <num seconds>
to extend the amount of settle time before the trough tries to count balls (this must be done before the call to super)tilt_visible
if you want them to be seen while tilt is active.AssetListFiles
in asset_list.yaml (which lets you specify multiple/external asset files)File Changes
Patch Links:
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Master has been frozen for a very long time to preserve the "original" SkeletonGame ways to do things. Changes and tutorials on skeletongame.com are all written for dev branch. Now that two commercial games are using the dev branch of SkeletonGame as the groundwork for their games... Seems an appropriate time to pull off the Band-Aid.