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add my sprite sheets #372

Merged
merged 13 commits into from
Nov 13, 2022
Merged

add my sprite sheets #372

merged 13 commits into from
Nov 13, 2022

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andrew-delph
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@andrew-delph andrew-delph merged commit dbf278a into dev Nov 13, 2022
andrew-delph added a commit that referenced this pull request Nov 26, 2022
* bag getClassIndex and tests

* minor update

* create turret required entity. it checks bag for orb

* "Version_Bump"

* change title

* "Version_Bump"

* add turret to active entity

* create CollisionTrackerContactWrapper

* projectile contact is now a collision tracker

* projectile now deals damage.lel

* remove sout

* "Version_Bump"

* update roadmap

* "Version_Bump"

* create Group Service

* modify group service

* Google Java Format

* entities now have groups

* "Version_Bump"

* update roadmap

* "Version_Bump"

* basics for falldmg

* turn off render debug

* "Version_Bump"

* orb udpates the chunk until its done moving.

* "Version_Bump"

* change eventtype gettype function name

* fall dmg event is firing

* seperate entity controller factories with guice

* basics for change health events

* change controller events

* test health change

* "Version_Bump"

* basics of equipped

* equipped translation tests

* multiplayer tests for equipped

* change comment

* "Version_Bump"

* create sword item

* Google Java Format

* create AttributeActionService

* Google Java Format

* attribute actions

* move gamecontroller

* Google Java Format

* "Version_Bump"

* Item action and consumers

* Google Java Format

* add button press to entity controller

* verify itemActionService is only ran on the solo or server

* "Version_Bump"

* testActionItemService

* enchance test

* "Version_Bump"

* implement GCD and tests

* Google Java Format

* "Version_Bump"

* ai uses item now

* "Version_Bump"

* recreate my entity when dead

* Google Java Format

* "Version_Bump"

* fail health check

* "Version_Bump"

* add healtch check to task

* "Version_Bump"

* error after 4 mins

* "Version_Bump"

* kill the server after 16 mins

* "Version_Bump"

* add basics for animations

* remove test animation from screen

* fix bag equal

* animation state is part of entity create event now

* change entity hash code

* increase time on clock test

* "Version_Bump"

* server restarts ever 2 hours

* "Version_Bump"

* create file in s3 as game.zip

* "Version_Bump"

* create game.zip

* "Version_Bump"

* create core package

* Google Java Format

* "Version_Bump"

* create calcTicksFromUnits

* server is not health after 24 hours

* "Version_Bump"

* fix clock memory leak

* "Version_Bump"

* no longer spam BodyNotFound

* "Version_Bump"

* AImanager and user group service to track AI

* "Version_Bump"

* remove ai if entity no longer in store

* "Version_Bump"

* remove healthcheck

* "Version_Bump"

* create CommonFactory.createCoordinates

* create CommonFactory.createChunkRange

* Google Java Format

* "Version_Bump"

* add stone layer

* "Version_Bump"

* fix getUpdateTimeout for turret and ladder

* "Version_Bump"

* create orb animation

* "Version_Bump"

* when entity hits ladder. reset ground position

* "Version_Bump"

* RUN GC every 2 minutes

* "Version_Bump"

* chink range has final values

* "Version_Bump"

* create coodinates wrapper

* move chunkrange coordinates to common

* fix chunk range

* Google Java Format

* "Version_Bump"

* protect cords CR

* "Version_Bump"

* create entity by request

* "Version_Bump"

* cut ram and cpu in half

* "Version_Bump"

* update task def

* "Version_Bump"

* add --status

* "Version_Bump"

* remove --status from gradlew

* "Version_Bump"

* only update entitys which have a controller

* format code

* "Version_Bump"

* adjust heristics for path finding

* "Version_Bump"

* disable deploy to ecs

* "Version_Bump"

* remove deploy step

* "Version_Bump"

* Black all deploy

* comment deply

* only checkout code

* "Version_Bump"

* "Version_Bump"

* add deploy back

* "Version_Bump"

* water (#339)

* water position progress

* alot of stuff for waters

* add water service

* water position is now a circle, add water.png

* Google Java Format

* water service only tracks coordinates base

* water position hits all corners touching

* remove unneed things from water body

* use event service to create water

* put render inside of of entity

* transparent water. dont render waterPosition

* improve water service

* some udpates to water physics

* create testCreateWater

* sky generates water

* update water position controller

* set dampining on orbs

* water seems to be working in multiplayer. issues with handshakes tho.

* give water a ladder sensor

* fix neightbor body issue

* Google Java Format

* entity genCenter changes

* show how many chunks updating

* add warning to updating chunks if over limit

* Google Java Format

* formatting

* fix water position size

* log number of cchunks as debug

* add friction to water

* not the best modifications for water sync

* Google Java Format

* fix water filters

Co-authored-by: github-actions <>

* "Version_Bump"

* sand (#348)

* change water ppng; add sand png; add Sand.java

* sand is generated on the map

* sand now has its own special body

* sand cannot move on x axis

* log number of chunks on screen

* add entity to network deserializer

* "Version_Bump"

* error # of chunks on screen (#352)

* remove some extra

* improve getChunkRangeListTwoPoints

* improve test

* "Version_Bump"

* dont move sand if on bottom chunk existing (#354)

* "Version_Bump"

* less chunks updated (#355)

* less chunks updated

* water/position getUpdateTimeout is max_value

* reset warrning trigger

* "Version_Bump"

* block like sand (#357)

* update roadmap

* modify getblock to only work on SolidBlock

* small changes and fix UT

* All for placement of Sand

* largly fix sand deletion error

* use ray cast on place block

* clean up comments

* fix the remove block

* reduce window size

* remove sout

* placeBlock now can place dirt..

* format

* "Version_Bump"

* attack knockback (#362)

* "Version_Bump"

* 360 (#364)

* watter service uses updatedWatchChunkRanges

* on remove entity next tick is 1

* "Version_Bump"

* adjust enitity body friction (#365)

* "Version_Bump"

* 366 (#368)

* update roadmap

* direction wrapper

* add direction to the attack

* remove it from the roadmap

* fix center on entity

* "Version_Bump"

* 366 (#369)

* update roadmap

* direction wrapper

* add direction to the attack

* remove it from the roadmap

* fix center on entity

* add direction wrapper to desiralize

* "Version_Bump"

* ladder only on position (#370)

* "Version_Bump"

* 359 (#371)

* ladder only on position

* fix ladder unit tests

* add pivot files. reorg things into docs folder

* add my sprite sheets (#372)

* add my sprite sheets

* when not moving use the default animation

* create entity state drawio (#374)

* create entity state drawio

* create base files

* entity state machine factory

* create hooks for entity state machines

* update the interfaces of entitystatemachine

* create base of states

* basis of state machine work on entity

* Actions apply state changes

* revise entity state map

* add punching animation

* create punch left and right

* fix punch right

* shorten punch time

* entitystatemachine entity is final

* update printline for context.currentVersion

* remove project.version

* "Version_Bump"

* remove project.version

* "Version_Bump"

* update roadmap

* "Version_Bump"

* better placement of entitystatemachine (#378)

* better placement of entitystatemachine

* entity state callanimation at the same time of the update

* "Version_Bump"

* create digging right and digging left states (#379)

* create digging right and digging left states

* put controller on solid blocks in generation

* use digging on left and right

* add digging left and right

* digging is now transparent

* server fire incoming attribute events

* entity controller are set in factories

* attack state last longer and ai uses punch left

* attempt transition doesnt change if already in that state

* "Version_Bump"

* remove whitespace from walking spritesheet (#383)

* "Version_Bump"

* remove extra generated sky blocks (#384)

* remove extra generated sky blocks

* Entity Digging replaces with null

* clean up EntityStructure variable name

* change dirt edge color

* add comment for dig debug render

* fix glitch in entity structure

* "Version_Bump"

* 381 (#387)

* remove extra generated sky blocks

* Entity Digging replaces with null

* clean up EntityStructure variable name

* change dirt edge color

* add comment for dig debug render

* fix glitch in entity structure

* draw red circle on dig edge

* "Version_Bump"

* ai dig with statemachine (#390)

* "Version_Bump"

* ai punches in correct direction (#392)

* "Version_Bump"

* 385 (#393)

* gradle create writeAllAssetsToFile

* create getFramesFromTxt

* getFramesFromTxt for punch and dig

* orbs use getFramesFromTxt

* "Version_Bump"

* add digging up and down animation for user (#394)

* add digging up and down animation for user

* AI direction digging

* "Version_Bump"

* fix ai ladder pathing (#396)

* build ladder with blocks test is working

* start ladder placement working on AI

* seperate climbing to the top tests

* unit tests passing with new edge registration

* remove water from generation

* place a ladder now places firt blocks

* "Version_Bump"

* entity path controller sets direction before punching (#398)

* "Version_Bump"

* create ladder controller (#399)

* create ladder controller

* only the server have a ladder controller

* "Version_Bump"

* update roadmap

* "Version_Bump"

* update roadmap

* "Version_Bump"

Co-authored-by: Version_Bump <>
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