This extends the logic that animates the hypothetical crate moves to also animate the moves that were considered but discarded as illegal (before reaching the proposed move(s)). The sprite is not very good and may just be distracting, but the algorithm for capturing the blocked moves is present.
This is more for discussion than an immediate proposal. Do we want to do this to make the rules more transparent to the player, or is it just noise? Do we want to keep this for debugging?
We could even make "show blocked moves" an option of some sort (in the pause menu, we have room for two more menu items) to toggle this behavior on or off.
This increases time consumption and memory pressure by storing rather than discarding these moves and doing work to merge piles of moves, as well as the cost of sprite drawing itself. It also takes tokens.
This extends the logic that animates the hypothetical crate moves to also animate the moves that were considered but discarded as illegal (before reaching the proposed move(s)). The sprite is not very good and may just be distracting, but the algorithm for capturing the blocked moves is present.
This is more for discussion than an immediate proposal. Do we want to do this to make the rules more transparent to the player, or is it just noise? Do we want to keep this for debugging?
We could even make "show blocked moves" an option of some sort (in the pause menu, we have room for two more menu items) to toggle this behavior on or off.
This increases time consumption and memory pressure by storing rather than discarding these moves and doing work to merge piles of moves, as well as the cost of sprite drawing itself. It also takes tokens.
Saves the music flag, the last level the player played, and the furthest level reached. Loads music flag on launch. Title screen starts on most recent level played; when in "release configuration" the title screen will only let the player pick levels up to the maximum reached through gameplay, but right now this is replaced with the 31.
Save file can be wiped by holding the down arrow at the title screen.
I am not convinced the sprite is very good. This could help the player learn what pulls were considered before proposing the ones that would occur if the player pulled the tongue. Or it's just visual noise that sucks. Anyway, this correctly captures what the blocked considered moves were, and we can decide whether to use it or not.
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.
This extends the logic that animates the hypothetical crate moves to also animate the moves that were considered but discarded as illegal (before reaching the proposed move(s)). The sprite is not very good and may just be distracting, but the algorithm for capturing the blocked moves is present.
This is more for discussion than an immediate proposal. Do we want to do this to make the rules more transparent to the player, or is it just noise? Do we want to keep this for debugging?
We could even make "show blocked moves" an option of some sort (in the pause menu, we have room for two more menu items) to toggle this behavior on or off.
This increases time consumption and memory pressure by storing rather than discarding these moves and doing work to merge piles of moves, as well as the cost of sprite drawing itself. It also takes tokens.
a7755cf223to8fe5d4dd43