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b1625b15a0
implemented visibility, so pegs can only scope out as far as they can see.
2026-06-30 18:24:11 -04:00
Art
still updating enemy movement and pathing and tweening
2026-06-25 03:14:21 -04:00
Pegs
implemented visibility, so pegs can only scope out as far as they can see.
2026-06-30 18:24:11 -04:00
.editorconfig
first commit
2026-05-26 19:06:54 -04:00
.gitattributes
first commit
2026-05-26 19:06:54 -04:00
.gitignore
first commit
2026-05-26 19:06:54 -04:00
Ball.cs
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
2026-06-26 02:36:01 -04:00
Ball.cs.uid
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
2026-06-26 02:36:01 -04:00
ball.tscn
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
2026-06-26 02:36:01 -04:00
Bucket.cs
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
2026-06-26 02:36:01 -04:00
Bucket.cs.uid
updating movement and added a bucket, still some clean up to do on movement. TODO: if enemy becomes stuck, reclculate path.
2026-06-05 03:48:07 -04:00
bucket.tscn
updating movement and added a bucket, still some clean up to do on movement. TODO: if enemy becomes stuck, reclculate path.
2026-06-05 03:48:07 -04:00
Commander.cs
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
2026-06-26 02:36:01 -04:00
Commander.cs.uid
third commit
2026-05-28 00:06:51 -04:00
commander.tscn
commit no. 5
2026-05-29 10:51:25 -04:00
Globals.cs
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
2026-06-26 02:36:01 -04:00
Globals.cs.uid
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
2026-06-01 02:28:45 -04:00
globals.tscn
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
2026-06-01 02:28:45 -04:00
hoverable_node.tscn
switching up some more clicking
2026-06-25 18:11:43 -04:00
HoverableNode.cs
switching up some more clicking
2026-06-25 18:11:43 -04:00
HoverableNode.cs.uid
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
2026-06-25 16:31:13 -04:00
icon.svg
first commit
2026-05-26 19:06:54 -04:00
icon.svg.import
first commit
2026-05-26 19:06:54 -04:00
Main.cs
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
2026-06-25 16:31:13 -04:00
Main.cs.uid
first commit
2026-05-26 19:06:54 -04:00
main.tscn
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
2026-06-30 02:46:00 -04:00
Map.cs
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
2026-06-30 02:46:00 -04:00
Map.cs.uid
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
2026-06-03 02:44:13 -04:00
Map.tscn
still working on movement, for some reason some cells do not get set as solid that's why multiple can go on a cell
2026-06-09 03:15:35 -04:00
mouse_handler.tscn
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
2026-06-25 16:31:13 -04:00
MouseHandler.cs
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
2026-06-25 16:31:13 -04:00
MouseHandler.cs.uid
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
2026-06-25 16:31:13 -04:00
peg_controller.tscn
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
2026-06-26 02:36:01 -04:00
Peg.cs
implemented visibility, so pegs can only scope out as far as they can see.
2026-06-30 18:24:11 -04:00
Peg.cs.uid
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
2026-06-25 16:31:13 -04:00
peg.tscn
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
2026-06-26 02:36:01 -04:00
PegController.cs
implemented visibility, so pegs can only scope out as far as they can see.
2026-06-30 18:24:11 -04:00
PegController.cs.uid
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
2026-06-25 16:31:13 -04:00
PeggleRoguelike.csproj
first commit
2026-05-26 19:06:54 -04:00
PeggleRoguelike.sln
first commit
2026-05-26 19:06:54 -04:00
PegProbabilities.html
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
2026-06-26 02:36:01 -04:00
play_area.tscn
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
2026-06-30 02:46:00 -04:00
PlayArea.cs
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
2026-06-30 02:46:00 -04:00
PlayArea.cs.uid
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
2026-06-03 02:44:13 -04:00
player_controller.tscn
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
2026-06-30 02:46:00 -04:00
PlayerController.cs
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
2026-06-30 02:46:00 -04:00
PlayerController.cs.uid
commit no. 5
2026-05-29 10:51:25 -04:00
project.godot
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
2026-06-07 21:14:46 -04:00
Tower.cs
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
2026-06-26 02:36:01 -04:00
Tower.cs.uid
commit no. 5
2026-05-29 10:51:25 -04:00
tower.tscn
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
2026-06-26 02:36:01 -04:00
turn_controller.tscn
commit no. 5
2026-05-29 10:51:25 -04:00
TurnController.cs
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?
2026-06-24 03:00:23 -04:00
TurnController.cs.uid
commit no. 5
2026-05-29 10:51:25 -04:00
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