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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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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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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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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admin
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7b5cd9d5f6
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starting to rework grid maps to be tile map layers
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2026-06-02 18:43:19 -04:00 |
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admin
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bc65b5170e
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reverting to previous version
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2026-06-02 01:30:51 -04:00 |
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admin
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dd14a8da40
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added some more signals for attack hit, enemy and player controllers turn done, commander enemy death, better enemy movement and turn changing, implemented an rng, added functions to grid and gridmarkers to allow for easier searching of markers, more logic for if a tower commander has actions
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2026-06-01 02:28:45 -04:00 |
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admin
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facb2e227e
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commit no. 5
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2026-05-29 10:51:25 -04:00 |
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admin
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617c6cc233
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fourth commit
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2026-05-28 21:35:06 -04:00 |
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admin
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4266625390
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third commit
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2026-05-28 00:06:51 -04:00 |
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admin
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a6db45300c
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second commit
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2026-05-27 00:06:19 -04:00 |
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