You are browsing as a guest. Sign up (or log in) to start making projects!

6h 17m 37s logged

I’ve probably progressed more in these ~6.25 hours than the rest of the project combined.

  • Fixed the map dragging boundary checks. This was just a matter of separating the if statement into one for each axis. Now, even if the map won’t move on the y-axis, it can move on the x-axis, for example.
  • I added an enemy. This was also pretty simple. They take in a path instead of a position, and their initial position is just the first index of the path (the path is a list of coordinates that they walk to). Vector math made this much easier, as I could just subtract the current position of the enemy from the target, and multiply it with movement speed to move it. The enemy is actually a parent class, and the specific slime in the video is a very simple subclass of it that just has some stats. Default enemy behavior is handled in that parent class.
    • I made a customizable health bar class. The cool part about it is that it uses linear interpolation to change its color as the health changes relative to the maximum.
  • I made a ballistic projectile parent class and an arrow subclass. It takes a position and a target, as well as other stats, and uses vector math to move to the target. When it hits an enemy it takes health from the enemy and then ceases to exist.
  • There is a turret class and a crossbow. The turret takes a projectile class (the crossbow takes the arrow, for example). It will make a new instance of the projectile when shooting. It has a circle for a range of effect, and it will point to and shoot at enemies within the circle.
    • The r key will toggle between drawing the areas and not.

Quite a lot of progress!

0
70

Comments 0

No comments yet. Be the first!