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Branch: master
Commits on Feb 20, 2019
  1. fixed ant targetting logic

    aaronwhyte committed Feb 20, 2019
    I broke ants when I removed "attacksTeam" - oops
    That'll matter for future enemies too.
  2. Update sprints.txt

    aaronwhyte committed Feb 20, 2019
    reprioritized
  3. removed Drop Item button

    aaronwhyte committed Feb 20, 2019
    and made touch action button bigger
Commits on Feb 19, 2019
  1. mode dead code deleteion

    aaronwhyte committed Feb 19, 2019
Commits on Feb 18, 2019
  1. dead code rm, g5db->g6db

    aaronwhyte committed Feb 18, 2019
  2. massive collision response logic overhaul

    aaronwhyte committed Feb 18, 2019
    Now the possible collision object states are turned into enums,
    and there's a big lookup table to find the right collision-response enums,
    and the table is popuated with fairly terse yet somewhat comprehensible static code.
    This should make it much less confusing to add new collision responses without introducing hard-to-debug logic errors.
    Also, now mines get triggered, and their bullets kill players and stun enemies.
Commits on Feb 15, 2019
  1. Update basespirit.js

    aaronwhyte committed Feb 15, 2019
    don't fade stunned enemies as much
  2. player air control

    aaronwhyte committed Feb 15, 2019
    It wasn't that much fun to have basically no control in the air besides recoil. I found myself straining to go places sometimes. So air control returns.
Commits on Feb 13, 2019
  1. made floaters float through tunnels too

    aaronwhyte committed Feb 13, 2019
    now that walkers walk, floaters should only float. It looks good!
  2. Added WalkerSpirits

    aaronwhyte committed Feb 13, 2019
    They roll like rolling floaters, but they never try to leave the ground.
Commits on Feb 12, 2019
  1. generalized stun behavior

    aaronwhyte committed Feb 12, 2019
    Now ants get properly stunned too, and recover the same way. They're still not good enemies in this game but it's satisfying to have them working a bit better.
Commits on Feb 11, 2019
  1. centralized collision resolution, kill stunned enemies on contact

    aaronwhyte committed Feb 11, 2019
    Now players can kill stunned enemies by touching them. Players die instantly if shot. The only thing left is that ants (which aren't even enemies I want to keep) don't know how to *act* stunned, but they can still be killed on contact while their invisible stun-counter is running.
Commits on Feb 10, 2019
  1. better floater spirit stun

    aaronwhyte committed Feb 10, 2019
    Now they flicker back to life like a broken lightbulb, instead of blinking like a pac-man ghost, and I love it. Also I separated the jiggling out and made it very short just before they wake up, subtler, and I like it.
Commits on Feb 9, 2019
  1. stunning floaters

    aaronwhyte committed Feb 9, 2019
    Spirits have a stun timeout.
    When floaters are stunned, they fall to the ground.
    The player gun now stuns, without damaging.
    Floaters resume normal floatiness when they recover from stun.
    
    TODO: Make floaters collectible by player when they're stunned, and give them some kind of stunned/not-stunned/recovering graphics.
Commits on Feb 4, 2019
  1. Update sprints.txt

    aaronwhyte committed Feb 4, 2019
    plans
  2. Split floater's doPlayingActiveTimeout apart

    aaronwhyte committed Feb 4, 2019
    It was too huge and tricky to follow. This is easier.
  3. Update index.html

    aaronwhyte committed Feb 4, 2019
    added ids so I can use hash URLs to point folks to parts of the main page.
Commits on Jan 28, 2019
  1. more floater work

    aaronwhyte committed Jan 28, 2019
    Now they float along surface contours, and I like their rolling more too.
Commits on Jan 27, 2019
  1. floater work

    aaronwhyte committed Jan 27, 2019
    Now when they can't see a way to float, they roll along the wall!  love it.
  2. game6 Floater behavior work

    aaronwhyte committed Jan 27, 2019
    Floaters no longer just drift off sometimes, now that I reset the accel at the beginning of the timeout.
    When outside DistGrid, they head towards the last known DistGrid pixel.
    If there isn't one, they do gradually longer random DistGrid lookups, searching for  any DistDrid pixel.
    Removed time as a factor for accel and friction, because it was pretty wrong, going far too high for Floaters that were off-screen for too long.
Commits on Jan 26, 2019
  1. fixed the fix to TileStamp

    aaronwhyte committed Jan 26, 2019
    you gotta remove the EMPTY_STAMP too buddy.
  2. game6 playerspirit camera and movement tweaks

    aaronwhyte committed Jan 26, 2019
    Meh I dunno, I'll keep changing it.
    Good things:
    - Camera is less jumpy when flipping in hallways.
    - No more freaking out when hitting a wall you're standing on, though I suspect that only works by coincidence now.
    - Added some damping on wall-connection.
    - Much less agressive turning, and wider stance, to make sliding over holes easier, and to make general movement less jangley
  3. Update spring.js

    aaronwhyte committed Jan 26, 2019
    obvious documentation
  4. fixed tileGrid stamp disposal on empty stamp

    aaronwhyte committed Jan 26, 2019
    it seems I've created a trap for myself.
Commits on Jan 25, 2019
  1. game6 fixed player corpses hanging around

    aaronwhyte committed Jan 25, 2019
    Slots don't kill players any more, that's the caller's job.
    drop -> removeFromSlot, die
    applyDamage -> die
    die -> explosion effect, remove spirit from world, remove tool too
Commits on Jan 23, 2019
  1. ModelStamp.EMPTY_STAMP

    aaronwhyte committed Jan 23, 2019
    Don't draw terrain cells with zero content in them. That can be hundreds of wasted draw calls! Remember that they have no content, and don't draw 'em.
  2. Update game6playscreen.js

    aaronwhyte committed Jan 23, 2019
    smaller view rad
  3. game6 fixed ants

    aaronwhyte committed Jan 23, 2019
    that's how you get ants
Commits on Jan 22, 2019
  1. Update floaterspirit.js

    aaronwhyte committed Jan 22, 2019
    removed console debug
  2. Update playerspirit.js

    aaronwhyte committed Jan 22, 2019
  3. Update distgrid.js

    aaronwhyte committed Jan 22, 2019
  4. Removed circle rendering/clipping from game6

    aaronwhyte committed Jan 22, 2019
    Back to a full-screen rectangle for single and multi-player.
    Keep the levels small (or single player only?) and it should be OK.