56 Commits

Author SHA1 Message Date
admin 336b72e4cb continuing to switch to MapCell orientation 2026-07-03 02:16:29 -04:00
admin e6355167e3 continuing to set up map and pegs 2026-07-02 22:50:21 -04:00
admin 0231c9d136 minor change for testing, still a bunch to do. someh=thing that popped up, should hostile and friendly pegs go at the same time or staggered 2026-07-02 03:51:22 -04:00
admin cbdca6f3cb implemented more code for adding more pegs, but still a lot of work to do on pathfinding, targeting, map etc. 2026-07-02 03:15:15 -04:00
admin 909f466f92 starting to build out more actions and pegs, first thing to do tho is rework movement / targeting a little bit 2026-07-02 00:20:52 -04:00
admin bbe9eefcfa minor changes, next step is to add 2-3 friendly pegs, 2 neutral pegs, 2 hostile pegs, 2 buildings and all associated actions for these additions 2026-07-01 02:36:31 -04:00
admin 2c289333f0 small change 2026-06-30 18:25:28 -04:00
admin b1625b15a0 implemented visibility, so pegs can only scope out as far as they can see. 2026-06-30 18:24:11 -04:00
admin c8e81e4f48 moved bucket to the playercontroller, changed tweenStages to a list of pegactions, so processtween takes in actions and builds off of that so that movement/actions priority will line up properly. change tweenstages key to be priority:loop. added category to actions to divide into movement vs action 2026-06-30 02:46:00 -04:00
admin 982c3e6786 added friendly and neutral peg, added disposition 2026-06-29 18:11:28 -04:00
admin ebdff1b200 undergoing a shift to change movement into another action that a peg can perform and giving pegs a list of actions order by priority 2026-06-29 02:43:25 -04:00
admin f6c54e0730 some formatting - note, i need to still fix attacks not starting / ending in the right spot, since an attack might be initiated from one cell then called while peg is at another cell 2026-06-26 16:46:16 -04:00
admin 2529d01ff4 cleared up issue with pathing, but still an issue with attacks? 2026-06-26 02:52:08 -04:00
admin 350d2bc4d1 adding in some example pegs and their actions. organizing folders, still working on pathing for some reason it won't move sometimes, and causes the looping to break 2026-06-26 02:36:01 -04:00
admin fc32baa071 switching up some more clicking 2026-06-25 18:11:43 -04:00
admin 37da9a4e84 altering enemies into peg to open up for the future with hostile and friendly pegs. made some changes to the pathfinding. starting to add a mouse handler that will more easily handle single and double clicks, and holds. Enemy controller becomes peg controller and will handle all peg interactions 2026-06-25 16:31:13 -04:00
admin e3cb4ef7ac fixed earlier problem 2026-06-25 03:29:46 -04:00
admin 61539e9250 still updating enemy movement and pathing and tweening 2026-06-25 03:14:21 -04:00
admin 98ca292901 still attempting to allow enemies to handle their own animations. still a matter of improving performance and there's some issue when enemies reach rank 0? 2026-06-24 03:00:23 -04:00
admin 8ae8ec3e58 trying out enemy animation again 2026-06-24 00:13:05 -04:00
admin 6af5f248ed finishing revert to older version 2026-06-24 00:09:17 -04:00
admin 95cdd81a3f Merge branch 'main' of https://git.cojoedmo.com/admin/peggle-roguelike 2026-06-24 00:08:32 -04:00
admin b1bae1f973 reverting to prior change 2026-06-23 23:55:12 -04:00
admin f022333c9b merge 2026-06-23 23:41:20 -04:00
admin e244572402 merge 2026-06-23 23:40:19 -04:00
admin 4a9143780f reverting to prior change 2026-06-23 23:28:57 -04:00
admin 556f97184d starting to implement the enemy performing tweens 2026-06-23 17:54:37 -04:00
admin 2cf3428b8c Finishing up basic pathfinding? later down the line will want to implement warping 2026-06-23 03:14:49 -04:00
admin 1903e1a1aa starting to work on enemy attacks and player health 2026-06-12 02:03:17 -04:00
admin 9f75ec525c Gave Get best path to enemy, enemy controller hands it a map 2026-06-12 01:02:00 -04:00
admin a96d935ad4 still some bug fixes to work out but not sure how to duplicate them? starting to work on enemy attacks 2026-06-10 01:57:06 -04:00
admin 86113141bf trying to prevent error 2026-06-09 20:02:48 -04:00
admin e243d45d27 making a slight edit to make note of what is going on bc i finally figured it out. When a new enemy is spawned in, its initial position is set as 0,0 which gets turned off then. going to try to initialize as -1,-1 and see if that helps 2026-06-09 19:54:31 -04:00
admin d2993b17a4 debugging 2026-06-09 19:43:36 -04:00
admin 9a0a33b82c cleanup 2026-06-09 19:12:40 -04:00
admin 4722cf882b mostly fixed movement but there's still a problem with enemies in the top left cell (0,0) being set to not solid 2026-06-09 18:11:06 -04:00
admin e209861cb3 a little bit of cleanup, still some edge cases but took care of the big stuff 2026-06-09 03:29:59 -04:00
admin 7a10f4a9fc still working on movement, for some reason some cells do not get set as solid that's why multiple can go on a cell 2026-06-09 03:15:35 -04:00
admin 813ca5f633 reworking pathfinding to update with each step, removing the need to worry about obstacles, but still needs work 2026-06-08 04:28:30 -04:00
admin 648a00ccf1 still working on some pathfinding, it is seizing up when trying to find a new goal 2026-06-08 03:38:33 -04:00
admin 3c9a51bd6a working some more on enemy movement, they stilldon't always want to move to the sides when they reach the front so still some more work to do. also updated the aiming a bit to clamp the arc for firing and drawing, rewrote the draw arc function 2026-06-07 21:14:46 -04:00
admin 12b565715a updating movement and added a bucket, still some clean up to do on movement. TODO: if enemy becomes stuck, reclculate path. 2026-06-05 03:48:07 -04:00
admin 0cbc6cbfc7 changing map size 2026-06-04 17:29:47 -04:00
admin 1e928bacb0 changed how the wall works 2026-06-04 03:50:04 -04:00
admin cfc13d9350 working on aiming 2026-06-04 03:42:07 -04:00
admin c97b0e5cc2 finished reowrking grid maps, polished astar pathfinding, started work on aiming functions --todo: change launch speed to constant, change aim function to take into account the angle it would need to launch at to hit mouse position like in peggle, add raycasting 2026-06-03 02:44:13 -04:00
admin 7b5cd9d5f6 starting to rework grid maps to be tile map layers 2026-06-02 18:43:19 -04:00
admin 03004dbcd3 Merge branch 'main' of https://git.cojoedmo.com/admin/peggle-roguelike 2026-06-02 01:30:57 -04:00
admin bc65b5170e reverting to previous version 2026-06-02 01:30:51 -04:00
admin 8367cf66c4 working on pathfinding 2026-06-01 18:29:21 -04:00