Alex Komoroske

Results 289 issues of Alex Komoroske

https://developer.mozilla.org/en-US/docs/Web/Events/transitionstart says that there's a `transitionstart` event that fires in certain cases. If that's consistently fired that's probably a better approach than what BoardgameAnimatableItem does which is effectively trying to...

client
cleanup

Polymer requires bare module specifiers which requires minimal rewriting of the files to be served in an development environment. That's technically non-trivial. Currently we use `polymer serve`, which rewrites those...

cli
performance
cleanup

The main package has no notion of phases (well, except for MoveStorageRecord). Ideally that entire concept would be not in the main package. Easier to do once #639 fixed.

cleanup

While working on #396 noticed that animations flicker in debuganimations game: the card is briefly visible before the transition in its final location before animating. Happens in canary and stable...

bug
client
performance

Originally captured in #476 After 35b16c9 , when you switch from one renderer to another type (e.g. from memory to a debug animations game) the very first time the stacks...

client
cleanup

Happens maybe 20% of the time with a fresh blackjack game, and happens with debuganimations with the moves.MoveAllComponents moves. When it happens, new moves in the queue don't get it...

bug
client
cleanup

By default we render every state, and wait for any animations to finish. And every state is sent down. But sometimes there are states we want to skip animating. For...

enhancement
client

Originally captured in #396. Basically, components should have a `post-animation-delay` attribute that configures how many ms after we thought we were done with animations before actually firing `animation-done`. This allows...

Originally captured in #396. Should be on `boardgame-animatable-item`, so relies on #714 This is whether or not when transitions happen we should wait to install the next state until after...

enhancement
client

Because timers maintain state in a way that's not persisted to DB but exists outside of it. You normally don't realize it, because you have one gamemanager running and timers...

cleanup