Thought I’d try tackling some remaining GLSL/AGAL issues. Turns out, it’s too early to add support for AGAL 2, but in the meantime, I’ve been able to rebuild agalminiassembler.swf with compc, and rebuild glsl2agal.swf with the CrossBridge SDK- which meant moving some of the old SWF’s functionality into the GLSL2AGAL converter golem.
Added a new “aura” variable to adjust the glow around glyphs. Consolidated “inverse video”, “fat”, and “aura” into one shader attribute. Renamed some Almanac vars.
This might not be the right decision, but I added a way to crop glyph UVs in FlatFont, so UI text can be tighter. (This may limit the max range of fatness, so it might end up as a style property.)
The decay animation now randomly affects the related glyphs, with minimal changes to the model. Also added some “nudging” to the board, to make the slime bodies appear more organic.
Wait. How did the kawa package sneak into src?? Was it always here?
Messing with box drawing. Smooth corners are nicer for Scourge, I think.
Fuck the video thing.
BasicSmarts wasn’t playing right. Added pruning- which is currently used to select for drop moves that touch the sides of the board- and fixed the size evaluator.
Shader improvements. The derivative stuff was bullshit, so I simplified it. Added “horizontal stretch”, which lets me make the box drawing characters square where I’d like them to be. Color is now read-only, which helped fix some bugs. Messed with the game board a little, too.