Commit Graph

  • 336b72e4cb continuing to switch to MapCell orientation main admin 2026-07-03 02:16:29 -04:00
  • e6355167e3 continuing to set up map and pegs admin 2026-07-02 22:50:21 -04:00
  • 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 admin 2026-07-02 03:51:22 -04:00
  • cbdca6f3cb implemented more code for adding more pegs, but still a lot of work to do on pathfinding, targeting, map etc. admin 2026-07-02 03:15:15 -04:00
  • 909f466f92 starting to build out more actions and pegs, first thing to do tho is rework movement / targeting a little bit admin 2026-07-02 00:20:52 -04:00
  • 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 admin 2026-07-01 02:36:31 -04:00
  • 2c289333f0 small change admin 2026-06-30 18:25:28 -04:00
  • b1625b15a0 implemented visibility, so pegs can only scope out as far as they can see. admin 2026-06-30 18:24:11 -04:00
  • 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 admin 2026-06-30 02:46:00 -04:00
  • 982c3e6786 added friendly and neutral peg, added disposition admin 2026-06-29 18:11:28 -04:00
  • 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 admin 2026-06-29 02:43:25 -04:00
  • 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 admin 2026-06-26 16:46:16 -04:00
  • 2529d01ff4 cleared up issue with pathing, but still an issue with attacks? admin 2026-06-26 02:52:08 -04:00
  • 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 admin 2026-06-26 02:36:01 -04:00
  • fc32baa071 switching up some more clicking admin 2026-06-25 18:11:43 -04:00
  • 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 admin 2026-06-25 16:31:13 -04:00
  • e3cb4ef7ac fixed earlier problem admin 2026-06-25 03:29:46 -04:00
  • 61539e9250 still updating enemy movement and pathing and tweening admin 2026-06-25 03:14:21 -04:00
  • 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? admin 2026-06-24 03:00:23 -04:00
  • 8ae8ec3e58 trying out enemy animation again admin 2026-06-24 00:13:05 -04:00
  • 6af5f248ed finishing revert to older version admin 2026-06-24 00:09:17 -04:00
  • 95cdd81a3f Merge branch 'main' of https://git.cojoedmo.com/admin/peggle-roguelike admin 2026-06-24 00:08:32 -04:00
  • b1bae1f973 reverting to prior change admin 2026-06-23 23:55:12 -04:00
  • f022333c9b merge admin 2026-06-23 23:41:20 -04:00
  • e244572402 merge admin 2026-06-23 23:40:19 -04:00
  • 4a9143780f reverting to prior change admin 2026-06-23 23:28:57 -04:00
  • 556f97184d starting to implement the enemy performing tweens admin 2026-06-23 17:54:37 -04:00
  • 2cf3428b8c Finishing up basic pathfinding? later down the line will want to implement warping admin 2026-06-23 03:14:49 -04:00
  • 1903e1a1aa starting to work on enemy attacks and player health admin 2026-06-12 02:03:17 -04:00
  • 9f75ec525c Gave Get best path to enemy, enemy controller hands it a map admin 2026-06-12 01:02:00 -04:00
  • a96d935ad4 still some bug fixes to work out but not sure how to duplicate them? starting to work on enemy attacks admin 2026-06-10 01:57:06 -04:00
  • 86113141bf trying to prevent error admin 2026-06-09 20:02:48 -04:00
  • 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 admin 2026-06-09 19:54:31 -04:00
  • d2993b17a4 debugging admin 2026-06-09 19:43:36 -04:00
  • 9a0a33b82c cleanup admin 2026-06-09 19:12:40 -04:00
  • 4722cf882b mostly fixed movement but there's still a problem with enemies in the top left cell (0,0) being set to not solid admin 2026-06-09 18:11:06 -04:00
  • e209861cb3 a little bit of cleanup, still some edge cases but took care of the big stuff admin 2026-06-09 03:29:59 -04:00
  • 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 admin 2026-06-09 03:15:35 -04:00
  • 813ca5f633 reworking pathfinding to update with each step, removing the need to worry about obstacles, but still needs work admin 2026-06-08 04:28:30 -04:00
  • 648a00ccf1 still working on some pathfinding, it is seizing up when trying to find a new goal admin 2026-06-08 03:38:33 -04:00
  • 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 admin 2026-06-07 21:14:46 -04:00
  • 12b565715a updating movement and added a bucket, still some clean up to do on movement. TODO: if enemy becomes stuck, reclculate path. admin 2026-06-05 03:48:07 -04:00
  • 0cbc6cbfc7 changing map size admin 2026-06-04 17:29:47 -04:00
  • 1e928bacb0 changed how the wall works admin 2026-06-04 03:50:04 -04:00
  • cfc13d9350 working on aiming admin 2026-06-04 03:42:07 -04:00
  • 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 admin 2026-06-03 02:44:13 -04:00
  • 7b5cd9d5f6 starting to rework grid maps to be tile map layers admin 2026-06-02 18:43:19 -04:00
  • 03004dbcd3 Merge branch 'main' of https://git.cojoedmo.com/admin/peggle-roguelike admin 2026-06-02 01:30:57 -04:00
  • bc65b5170e reverting to previous version admin 2026-06-02 01:30:51 -04:00
  • 8367cf66c4 working on pathfinding admin 2026-06-01 18:29:21 -04:00
  • dd14a8da40 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 admin 2026-06-01 02:28:45 -04:00
  • facb2e227e commit no. 5 admin 2026-05-29 10:51:25 -04:00
  • 617c6cc233 fourth commit admin 2026-05-28 21:35:06 -04:00
  • 4266625390 third commit admin 2026-05-28 00:06:51 -04:00
  • a6db45300c second commit admin 2026-05-27 00:06:19 -04:00
  • a3696424d0 first commit admin 2026-05-26 19:06:54 -04:00