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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909f466f92
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starting to build out more actions and pegs, first thing to do tho is rework movement / targeting a little bit
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2026-07-02 00:20:52 -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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b1625b15a0
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implemented visibility, so pegs can only scope out as far as they can see.
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2026-06-30 18:24:11 -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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f6c54e0730
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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
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2026-06-26 16:46:16 -04:00 |
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admin
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2529d01ff4
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cleared up issue with pathing, but still an issue with attacks?
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2026-06-26 02:52:08 -04:00 |
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admin
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350d2bc4d1
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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
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2026-06-26 02:36:01 -04:00 |
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admin
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fc32baa071
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switching up some more clicking
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2026-06-25 18:11:43 -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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