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magiccube / src / main / java / org / distorted / effects @ 88a3e972

# Date Author Comment
88a3e972 10/01/2021 11:27 PM Leszek Koltunski

Move more code to objectlib.

318c0a7d 10/01/2021 04:33 PM Leszek Koltunski

Reename ObjectList to a more logical ObjectType.

3f7a4363 09/29/2021 04:07 PM Leszek Koltunski

Remove all files that have been separated into a new library 'objectlib'

588ace55 09/29/2021 12:14 PM Leszek Koltunski

Prepare the 'objectlib' package to be separated into a library module

bdbbb4c5 09/28/2021 11:47 PM Leszek Koltunski

Refactoring: split the 'objects' package into two, 'objects' and 'objectlib'.
The point: we're going to need to move the 'objectlib' stuff into its own library module, and that's because we're going to create a new app module which needs access to it.

d13df23d 09/27/2021 04:02 PM Leszek Koltunski

Important bugfix.

771f6dfa 09/18/2021 10:09 PM Leszek Koltunski

Move actual solving the object to PreRender.

(before we had a 'solveObejct()' in preRender already, but that one just starts the Solve Effect!)

598de3ee 07/15/2021 05:08 PM Leszek Koltunski

add possible scrolling to the 'object' popup in case the grid of objects does not fit on the screen.

55e6be1d 06/29/2021 01:37 PM Leszek Koltunski

Abstract the part that controls the 'Locked' and 'Back Moves' buttons from the two activities: the main one and the tutorial one.
This code had been duplicated there.

3ca97293 06/17/2021 10:01 AM Leszek Koltunski

Correct rotations of the Pyraminx - eliminate one cse when three consecutive rotations collapse into one.

0a7aa15b 06/16/2021 11:19 PM Leszek Koltunski

Separate the notion of maxLevel (in DB) [which has to stay backwards-compatible with previous versions of the app] and 'numScrambles' - the number of times an objects gets scrambled in the 'full scramble' mode. Now the second can be whatever we want without breaking backwards compatibility.

9f171eba 06/13/2021 10:35 PM Leszek Koltunski

Preparation for 'smart scrambling' : introduce the total number of scrambles to the 'randomizeNewScramble' function.

542ec777 06/08/2021 09:10 AM Leszek Koltunski

Square-1: looks to be finished.

925ed78f 06/04/2021 12:26 AM Leszek Koltunski

Make it possible for an object to have different 'basicAngles' along each of its axis.

916f5dda 05/27/2021 01:47 AM Leszek Koltunski

Bugfix: make it impossible to rotate a cube when it is being scrambled in the Tutorial mode.

20dea800 04/29/2021 06:24 PM Leszek Koltunski

Fix the long-standing issue with the double 'READY' state which, as I now see, was causing some impossible records.

5043d5d0 03/21/2021 12:44 AM Leszek Koltunski

Refactor the automatic scrambling. From now on, it is not needed to care about single and double turns when randomizing a new turn.

51a07bb4 03/20/2021 10:44 PM Leszek Koltunski

Minor

bbc6471c 03/20/2021 12:36 AM Leszek Koltunski

Change the automatic scramble API in the TwistyObject - in preparation for automatic scrambles in the Bandaged Objects.

4dd637f4 01/10/2021 01:01 PM Leszek Koltunski

Properly initialize DynamicQuat.

af88bf2e 10/27/2020 12:15 AM Leszek Koltunski

New 'tutorial' activity.

ac722a43 10/09/2020 11:17 PM Leszek Koltunski

More debugging for the case of suspicious submits.

9c2f0c91 09/25/2020 08:35 AM Leszek Koltunski

Rename some classes.

7c969a6d 08/16/2020 06:34 PM Leszek Koltunski

Adjust randomizing new rotations so that:

1) it works for basicAngle=5 (Megaminx) (so now basicAngle=2,3,4,5 supported)
2) it leaves the decision as to what can be the next rotation to the Object class, as in case of certain Objects (the Dino, or the Helicopter, the Megaminx) the next rotation doesn't have to 'intersect' the old rotation always when oldRotAxis != newRotAxis (that's so simple only in case of the Cube and - only partly - the Pyraminx!)

3e7bb3fd 06/26/2020 08:49 PM Leszek Koltunski

Speed up WinEffectGlow - MEDIUM quality is fully enough.

5b893eee 06/26/2020 12:08 AM Leszek Koltunski

Object node: size of screenWidth.

a4472437 06/19/2020 09:38 PM Leszek Koltunski

Progress with dragging.

5a4d4fba 06/09/2020 11:18 PM Leszek Koltunski

Convert the PostRender to a PreRender, called before we render.
This makes more sense as this way things are prepared for the very first render.

e55764f2 06/07/2020 05:40 PM Leszek Koltunski

More progreess porting RubikCube.

8fa00d2c 06/07/2020 05:38 PM Leszek Koltunski

More progreess porting RubikCube.

f61fc32c 06/07/2020 05:33 PM Leszek Koltunski

More progreess porting RubikCube.

1335efec 05/06/2020 09:15 AM Leszek Koltunski

Smaller halo.

d1016920 05/05/2020 12:55 PM Leszek Koltunski

Change the Postprocessing effects: separate the radius and the halo.
Reason: we needed a way to specify the size of the halo around a postprocessed object; before it was automatically (and not very correctly) computed from the radius - before we knew the size of the object's bounding box, so this automatic computation was possible. Now we're removing the MashBase.getBounding(0 API, so the size of the halo has to be explicitly given by the user. This way is more correct anyway and gives the user more control (as the Multiblur app proves!)...

2010c6f7 05/03/2020 11:41 PM Leszek Koltunski

Adjust the app to match the changes in library.

Looks like we'll have to add 1 dim to the GLOW effect.

5cf34c5f 04/10/2020 12:46 PM Leszek Koltunski

Make chances to randimoze a given row when scrambling dependant on the type of Object.

The point: in case of the Cube, all rows should have equal chances. In case of the Pyraminx, the smaller the row, the smaller the chance should be. In particular the trivial 4 corners of the tetraherdon should have a very small chance to be selected.

1f9772f3 04/05/2020 02:10 PM Leszek Koltunski

More support for the 3x3x3 Solver: more of the actual 3x3x3 solver mechanism.