admin
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f022333c9b
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merge
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2026-06-23 23:41:20 -04:00 |
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admin
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e244572402
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merge
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2026-06-23 23:40:19 -04:00 |
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admin
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4a9143780f
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reverting to prior change
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2026-06-23 23:28:57 -04:00 |
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admin
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556f97184d
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starting to implement the enemy performing tweens
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2026-06-23 17:54:37 -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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1903e1a1aa
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starting to work on enemy attacks and player health
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2026-06-12 02:03:17 -04:00 |
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admin
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9f75ec525c
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Gave Get best path to enemy, enemy controller hands it a map
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2026-06-12 01:02:00 -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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813ca5f633
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reworking pathfinding to update with each step, removing the need to worry about obstacles, but still needs work
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2026-06-08 04:28:30 -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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0cbc6cbfc7
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changing map size
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2026-06-04 17:29:47 -04:00 |
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admin
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1e928bacb0
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changed how the wall works
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2026-06-04 03:50:04 -04:00 |
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admin
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cfc13d9350
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working on aiming
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2026-06-04 03:42:07 -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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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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03004dbcd3
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Merge branch 'main' of https://git.cojoedmo.com/admin/peggle-roguelike
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2026-06-02 01:30:57 -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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8367cf66c4
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working on pathfinding
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2026-06-01 18:29:21 -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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admin
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a3696424d0
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first commit
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2026-05-26 19:06:54 -04:00 |
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