admin
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336b72e4cb
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continuing to switch to MapCell orientation
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2026-07-03 02:16:29 -04:00 |
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admin
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e6355167e3
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continuing to set up map and pegs
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2026-07-02 22:50:21 -04:00 |
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admin
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cbdca6f3cb
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implemented more code for adding more pegs, but still a lot of work to do on pathfinding, targeting, map etc.
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2026-07-02 03:15:15 -04:00 |
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admin
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bbe9eefcfa
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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
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2026-07-01 02:36:31 -04:00 |
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admin
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2c289333f0
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small change
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2026-06-30 18:25:28 -04:00 |
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admin
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c8e81e4f48
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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
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2026-06-30 02:46:00 -04:00 |
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admin
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982c3e6786
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added friendly and neutral peg, added disposition
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2026-06-29 18:11:28 -04:00 |
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admin
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ebdff1b200
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undergoing a shift to change movement into another action that a peg can perform and giving pegs a list of actions order by priority
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2026-06-29 02:43:25 -04:00 |
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admin
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37da9a4e84
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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
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2026-06-25 16:31:13 -04:00 |
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admin
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98ca292901
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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?
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2026-06-24 03:00:23 -04:00 |
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admin
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2cf3428b8c
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Finishing up basic pathfinding? later down the line will want to implement warping
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2026-06-23 03:14:49 -04:00 |
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admin
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a96d935ad4
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still some bug fixes to work out but not sure how to duplicate them? starting to work on enemy attacks
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2026-06-10 01:57:06 -04:00 |
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admin
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86113141bf
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trying to prevent error
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2026-06-09 20:02:48 -04:00 |
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admin
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e243d45d27
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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
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2026-06-09 19:54:31 -04:00 |
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admin
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d2993b17a4
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debugging
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2026-06-09 19:43:36 -04:00 |
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admin
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9a0a33b82c
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cleanup
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2026-06-09 19:12:40 -04:00 |
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admin
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4722cf882b
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mostly fixed movement but there's still a problem with enemies in the top left cell (0,0) being set to not solid
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2026-06-09 18:11:06 -04:00 |
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admin
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e209861cb3
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a little bit of cleanup, still some edge cases but took care of the big stuff
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2026-06-09 03:29:59 -04:00 |
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admin
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7a10f4a9fc
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still working on movement, for some reason some cells do not get set as solid that's why multiple can go on a cell
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2026-06-09 03:15:35 -04:00 |
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admin
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648a00ccf1
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still working on some pathfinding, it is seizing up when trying to find a new goal
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2026-06-08 03:38:33 -04:00 |
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admin
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3c9a51bd6a
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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
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2026-06-07 21:14:46 -04:00 |
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admin
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12b565715a
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updating movement and added a bucket, still some clean up to do on movement. TODO: if enemy becomes stuck, reclculate path.
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2026-06-05 03:48:07 -04:00 |
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admin
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c97b0e5cc2
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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
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2026-06-03 02:44:13 -04:00 |
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