• Joined on 2025-07-07
admin pushed to main at admin/peggle-roguelike 2026-07-03 02:16:41 -04:00
336b72e4cb continuing to switch to MapCell orientation
admin pushed to main at admin/peggle-roguelike 2026-07-02 22:50:27 -04:00
e6355167e3 continuing to set up map and pegs
admin pushed to main at admin/peggle-roguelike 2026-07-02 03:51:28 -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 pushed to main at admin/peggle-roguelike 2026-07-02 03:15:22 -04:00
cbdca6f3cb implemented more code for adding more pegs, but still a lot of work to do on pathfinding, targeting, map etc.
admin pushed to main at admin/peggle-roguelike 2026-07-02 00:21:44 -04:00
909f466f92 starting to build out more actions and pegs, first thing to do tho is rework movement / targeting a little bit
admin pushed to main at admin/peggle-roguelike 2026-07-01 02:36:39 -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 pushed to main at admin/peggle-roguelike 2026-06-30 18:27:07 -04:00
2c289333f0 small change
admin pushed to main at admin/peggle-roguelike 2026-06-30 18:24:18 -04:00
b1625b15a0 implemented visibility, so pegs can only scope out as far as they can see.
admin pushed to main at admin/peggle-roguelike 2026-06-30 02:46:09 -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 pushed to main at admin/peggle-roguelike 2026-06-29 18:11:36 -04:00
982c3e6786 added friendly and neutral peg, added disposition
admin pushed to main at admin/peggle-roguelike 2026-06-29 02:43:42 -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 pushed to main at admin/peggle-roguelike 2026-06-26 16:47:09 -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 pushed to main at admin/peggle-roguelike 2026-06-26 02:52:12 -04:00
2529d01ff4 cleared up issue with pathing, but still an issue with attacks?
admin pushed to main at admin/peggle-roguelike 2026-06-26 02:36:11 -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 pushed to main at admin/peggle-roguelike 2026-06-25 18:11:53 -04:00
fc32baa071 switching up some more clicking
admin pushed to main at admin/peggle-roguelike 2026-06-25 16:31:21 -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 pushed to main at admin/peggle-roguelike 2026-06-25 03:29:50 -04:00
e3cb4ef7ac fixed earlier problem
admin pushed to main at admin/peggle-roguelike 2026-06-25 03:14:29 -04:00
61539e9250 still updating enemy movement and pathing and tweening
admin pushed to main at admin/peggle-roguelike 2026-06-24 03:00:31 -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 pushed to main at admin/peggle-roguelike 2026-06-24 00:13:09 -04:00
8ae8ec3e58 trying out enemy animation again