336b72e4cb
continuing to switch to MapCell orientation
main
admin2026-07-03 02:16:29 -04:00
e6355167e3
continuing to set up map and pegs
admin2026-07-02 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
admin2026-07-02 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.
admin2026-07-02 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
admin2026-07-02 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
admin2026-07-01 02:36:31 -04:00
b1625b15a0
implemented visibility, so pegs can only scope out as far as they can see.
admin2026-06-30 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
admin2026-06-30 02:46:00 -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
admin2026-06-29 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
admin2026-06-26 16:46:16 -04:00
2529d01ff4
cleared up issue with pathing, but still an issue with attacks?
admin2026-06-26 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
admin2026-06-26 02:36:01 -04:00
fc32baa071
switching up some more clicking
admin2026-06-25 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
admin2026-06-25 16:31:13 -04:00
e3cb4ef7ac
fixed earlier problem
admin2026-06-25 03:29:46 -04:00
61539e9250
still updating enemy movement and pathing and tweening
admin2026-06-25 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?
admin2026-06-24 03:00:23 -04:00
8ae8ec3e58
trying out enemy animation again
admin2026-06-24 00:13:05 -04:00
6af5f248ed
finishing revert to older version
admin2026-06-24 00:09:17 -04:00
4a9143780f
reverting to prior change
admin2026-06-23 23:28:57 -04:00
556f97184d
starting to implement the enemy performing tweens
admin2026-06-23 17:54:37 -04:00
2cf3428b8c
Finishing up basic pathfinding? later down the line will want to implement warping
admin2026-06-23 03:14:49 -04:00
1903e1a1aa
starting to work on enemy attacks and player health
admin2026-06-12 02:03:17 -04:00
9f75ec525c
Gave Get best path to enemy, enemy controller hands it a map
admin2026-06-12 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
admin2026-06-10 01:57:06 -04:00
86113141bf
trying to prevent error
admin2026-06-09 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
admin2026-06-09 19:54:31 -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
admin2026-06-09 18:11:06 -04:00
e209861cb3
a little bit of cleanup, still some edge cases but took care of the big stuff
admin2026-06-09 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
admin2026-06-09 03:15:35 -04:00
813ca5f633
reworking pathfinding to update with each step, removing the need to worry about obstacles, but still needs work
admin2026-06-08 04:28:30 -04:00
648a00ccf1
still working on some pathfinding, it is seizing up when trying to find a new goal
admin2026-06-08 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
admin2026-06-07 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.
admin2026-06-05 03:48:07 -04:00
1e928bacb0
changed how the wall works
admin2026-06-04 03:50:04 -04:00
cfc13d9350
working on aiming
admin2026-06-04 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
admin2026-06-03 02:44:13 -04:00
7b5cd9d5f6
starting to rework grid maps to be tile map layers
admin2026-06-02 18:43:19 -04:00
bc65b5170e
reverting to previous version
admin2026-06-02 01:30:51 -04:00
8367cf66c4
working on pathfinding
admin2026-06-01 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
admin2026-06-01 02:28:45 -04:00