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Changelog

What shipped in the extension. Plays, line counting, and games stay in-editor.

  1. v1.3.0
    Latest

    Added

    • Git Run (Pro):
    • Landscape single-lane chase runner: jump trees, duck hanging iron bars, stay ahead of a morphing chase bug
    • Base 1 HP — an obstacle hit catches you unless you have a shield, a health pickup, or a +1 HP runner (Jay Release, John Origin)
    • Character select after difficulty with eight runners (Bob Main free; Mike Feat / Mary Hotfix / Ned Dev cost coins; Hank Bisect / Jay Release / Ada Rebase / John Origin cost diamonds)
    • Coins common; diamonds at 8%/12%/18% (Easy/Medium/Hard); power-ups: magnet, shield, jetpack, boost, 2× coins, health — timed ones use right-side ring HUD
    • Jetpack lift-off into a star/cloud sky with shaped coin formations (Flappy-style Up/Down); white pack with bluish-red propeller fire
    • Force Push rush every 20s (Easy) / 15s (Medium & Hard); ~38% successive second wave; optional Detached HEAD elite
    • Catch ending: bug lunges and swallows the runner before the Caught screen
    • Kernel Panic (Pro):
    • Character select after difficulty with eight crafts (Blue free; Green/Yellow/White/Pink cost gold; Red/Rocket/Alien cost diamonds)
    • Gold from every threat kill; diamonds at 10%/15%/20% (Easy/Medium/Hard), independent of power-up drops
    • Rush hour every 20s (Easy) / 15s (Medium & Hard): alien craft fires 3 lasers; player shots cancel lasers; 4th hit destroys the craft (50/50 → 1 diamond or 3 gold)
    • Boss every 8–15s (one at a time): warning flash + SFX ×3, 20 HP, slower than normal threats, drops 3 diamonds + 6 gold
    • Craft mods: fire rate, speed/mobility, HP, and Alien Craft permanent spread shot

    Changed

    • Kernel Panic balance & power-up UX:
    • Boss variants: Blue (30 HP), Yellow (90 HP), Red (180 HP, larger) with weighted spawn
    • Threat kills drop gold at 70% (diamonds unchanged); gold craft prices +30
    • Rush alien takes 5 direct hits, longer lock-in with dodge, and ~38% chance of a successive second craft
    • Bosses move slower; timed power-ups show always-on right-side indicators with circular progress; re-collect resets timer (no stacking)
  2. v1.2.1

    Added

    • codeToPlay.unlock.linesToUnlock setting — choose how many meaningful lines of code unlock more plays (default and minimum: 1000)

    Changed

    • Removed codeToPlay.apiBaseUrl setting; auth now uses the built-in dev/production API URLs automatically
  3. v1.2.0

    Added

    • Debug Snake (free):
    • Character select after difficulty with six snakes (Green free; Blue/Yellow/Purple cost bugs; Red/Robot cost pink balls)
    • Wallet bugs from ladybugs and pink balls from timed pickups (every 10/8/6 bugs on Easy/Medium/Hard; 5s timeout)
    • Red Snake +0.15 speed; Robot Snake +0.15 speed and +1 resurrection (final crash spends a play)
    • Easy / Medium / Hard difficulty remap with score migration
    • CI Bird (free):
    • One-button flyer through scrolling CI gates labeled lint, test, typecheck, and deploy
    • Gold coins and rare diamonds unlock a roster of birds (Green is free; exotic birds cost diamonds)
    • Character select after difficulty, with last selected bird remembered
    • Rush hour every 20/15/10s (Easy/Medium/Hard): pipes clear, coin formations, then bug bots lock and shoot
    • Easy and Medium ramp scroll speed and gap tightness over time; gravity stays constant
    • Resurrection lives do not spend an extra play; the final crash does
    • Shares the same play pool as Debug Snake and Whack-a-Bug
  4. v1.1.0

    Added

    • Pro games:
    • Call Stack, Merge Conflict, and Kernel Panic join Debug Snake and Whack-a-Bug
    • New Pro checkouts include a 5-day free trial
    • Extra play spaces and account actions in the activity bar (sign in, Go Pro, manage subscription)
    • Kernel Panic:
    • Fly a compact kernel craft instead of a dart silhouette
    • Threat kills can drop colored power-ups: grey shield, red rapid fire, magenta spread shot, blue weaker enemies, yellow score boost, and green health
    • Survival run — no 60-second clock. The round ends when HP hits zero
    • Threat climbs the longer you last (faster spawns, tougher kinds, denser panic waves)
    • HUD shows Threat instead of Time; About this game and How to Play match the new rules
    • About this game:
    • Always-visible about section on every game, covering rules, scoring, and controls
    • Optional stats sync:
    • Signed-in players who opt in on the website can sync local high scores and play counts — still off by default

    Changed

    • Locked Pro games and exhausted-play toasts point to subscription / extra play spaces instead of a dead end
    • Code tracking seeds a baseline when a file is opened so the first edit in a session counts more reliably
    • In-game copy and difficulty cards for Kernel Panic describe the ramp and power-up colors
  5. v1.0.0

    Changed

    • Unlock threshold increased to 1000 lines:
    • Default lines required to unlock games raised from 100 to 1000 meaningful lines of code
    • Activity bar progress fallback now uses the shared default config instead of a hardcoded value
    • Status bar, unlock notifications, and in-game messages reflect the new threshold automatically

    Notes

    • First major release (1.0.0) — marks a stable milestone for Code to Play
    • Users with a previously saved custom config may still have the old 100-line threshold until config is reset
  6. v0.0.3

    Added

    • Whack-a-Bug Full Difficulty Levels:
    • Unlocked Medium and Hard alongside Easy
    • Code-themed bug types (syntax, null, overflow) with distinct point values
    • Hard mode avoidable green “feature” bugs (−25) and rare criticals (+30)
    • Accordion difficulty cards with color swatches and scoring rules per level
    • In-game bug legend for Medium/Hard
    • Per-Difficulty High Scores (Debug Snake and Whack-a-Bug):
    • Separate high scores for each difficulty level
    • Extension host stores scores in a highScores map (uses default for games without difficulty)
    • Best score shown on each difficulty card before play
    • View Stats and activity-bar tooltips list scores by difficulty
    • “New high score” toast is scoped to the difficulty that improved

    Changed

    • Whack-a-Bug Hard pacing:
    • Tuned spawn interval and bug visibility to keep Hard challenging but more playable
    • High score persistence:
    • Legacy single highScore values migrate to highScores.default on load
  7. v0.0.2

    Added

    • Sound Effects and Audio Assets:
    • Added game SFX assets for gameplay feedback (pop and slurp)
    • Added inline SoundManager support for game-specific audio playback
    • Game Difficulty Controls:
    • Added difficulty selection to improve gameplay customization
    • Shared Game Chrome Controls:
    • Added shared in-game toolbar controls for mute and focus play workflows

    Changed

    • Sound System Enhancements:
    • Refactored sound handling to use centralized SoundManager access
    • Improved global sound configuration integration with extension settings
    • Visual and UX Polish:
    • Improved game UI styling and state transitions for a cleaner in-editor experience
    • Enhanced game chrome behavior to better match VS Code dark-theme aesthetics

    Performance

    • Reduced repeated UI state handling by consolidating shared game chrome logic
  8. v0.0.1

    Added

    • Initial release of Code to Play
    • Debug Snake Game: Classic snake game with debugging theme
    • Control green snake to catch red ladybugs (bugs)
    • Progressive difficulty - speed increases every 5 bugs
    • High score tracking with local storage
    • Reset high score functionality
    • Pause/resume controls
    • Whack-a-Bug Game: Whack-a-Mole style game with coding theme
    • 60-second time limit
    • Click bugs as they pop up
    • Progressive difficulty - bugs appear faster over time
    • High score tracking
    • Reset high score functionality
    • Code Tracking System:
    • Automatic tracking of meaningful lines of code
    • Excludes comments and blank lines
    • Configurable file type tracking
    • Supports 13+ programming languages
    • Debounced change detection
    • Unlock System:
    • Write 100 lines to unlock 5 plays (configurable)
    • Global play counter shared across all games
    • Visual progress tracking in status bar
    • Unlock notifications
    • Activity Bar Integration:
    • Dedicated Code to Play view
    • Shows plays remaining
    • Lists all available games
    • Game status indicators (locked/unlocked)
    • Quick play buttons
    • Sticky footer with action buttons
    • Statistics Dashboard:
    • Total lines written
    • Total plays across all games
    • Combined high scores
    • Per-game statistics
    • Beautiful webview panel display
    • Export functionality
    • Status Bar Integration:
    • Real-time unlock progress
    • Plays remaining counter
    • Quick access to games
    • Configuration Options:
    • Lines required to unlock (default: 100)
    • Plays per unlock (default: 5)
    • Count meaningful lines only toggle
    • Show unlock notifications toggle
    • Debounce time adjustment
    • Track all files or specific extensions
    • Customizable tracked file extensions
    • Data Management:
    • Local storage using VS Code API
    • Export statistics to JSON
    • Import/restore data (debug feature)
    • Reset individual games
    • Reset all games
    • No cloud sync - privacy-focused
    • UI Components:
    • Custom fonts (Press Start 2P, Orbitron)
    • Responsive game canvases
    • VS Code theme integration
    • Smooth animations
    • Interactive controls
    • Developer Features (Debug only):
    • Unlock all games command
    • Lock all games command
    • Import data command
    • Detailed console logging

    Security

    • No telemetry or external data collection
    • All data stored locally
    • No network requests
    • Content Security Policy enforced in webviews
    • Nonce-based script execution

    Performance

    • ESBuild for fast compilation (13x faster than webpack)
    • Optimized bundle size
    • Lazy loading of game assets
    • Efficient event listener management
    • Debounced code change detection

Source: Open VSX · CHANGELOG.md