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End of breakout demo animation not very satisfactional #4

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simonszu opened this issue Apr 12, 2018 · 1 comment
Open

End of breakout demo animation not very satisfactional #4

simonszu opened this issue Apr 12, 2018 · 1 comment

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@simonszu
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Since i built my borg, my girlfriend is complaining about a little cosmetic issue, so i have finally decided to open this issue.
I run my borg mostly in idle mode, so it displays animations. The snake animation stops when the snake dies, mostly because of committing suicide. However, my girlfriend is complaining that the breakout animation stops abruptly, in a situation where the game (if it was interactive) could proceed further on. Her suggestion is: Let the paddle also commit suicide, e.g. move the paddle away from the ball, so that the ball drops, and a life is lost. Stop the animation right at this moment.

Maybe someone who is bored and better at C than i am, could look into that.

@tunix79
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tunix79 commented Apr 14, 2018

Some background on this: In demo mode, the game is stopped after a fixed count of main loop cycles is reached, so that the animation lasts for roughly one minute. Even if the auto paddle misses the ball (which it rarely does because of another bug), the game continues after the live loss text scroller.

The auto breakout code is rather dump. If memory serves me correctly, it just applies the x-coordinate of the ball to the paddle, limited by viewport boundaries. Currently there is no concept of an intended "suicide" like that of auto snake (which by the way was added because the snake was too intelligent and therefore the animation ran forever).

I might look into this, but can't make any guarantees if or when I can spend some time on this.

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