Sage Vaillancourt
edeed9f4d0
Split crank and button input states.
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Add crank-powered cart-launch 😎
2025-03-08 13:56:11 -05:00
Sage Vaillancourt
03e5ce69cf
draw.lua and main.lua linting
2025-03-08 12:56:30 -05:00
Sage Vaillancourt
9f71874272
Replace collectableDrop and afterDelayAdd systems with collision-chaining.
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Waits for one entity to collide to enable collision on the next entity in the chain.
2025-03-08 12:54:25 -05:00
Sage Vaillancourt
23f5ba9f03
Get some cart upgrades in there.
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Replace "key" => value with a simple object of component replacements.
2025-03-08 09:56:53 -05:00
Sage Vaillancourt
d6c934a265
Slightly more ECS spawner upgrades?
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Not positive this is in the spirit, but we're figuring it out, kay?
2025-03-07 17:10:04 -05:00
Sage Vaillancourt
60461aa14f
Some renames to be a little less generic
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I.e. `entity` is unclear, and hard to search for.
2025-03-07 13:20:38 -05:00
Sage Vaillancourt
e90e06d15c
Rework fallSystem for modifiable gravity.
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Add receivedInputThisFrame bool to InputState
2025-03-06 23:50:14 -05:00
Sage Vaillancourt
110d02fe2c
Some vars for drawTextSystem consistency
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Sort generated filter-types
PdImage,PdFont -> pd_image,pd_font
2025-03-06 23:27:39 -05:00
Sage Vaillancourt
67c2b81fc3
Mostly correct menuing
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Add tinyLogSystemChanges
2025-03-06 23:04:05 -05:00
Sage Vaillancourt
3149dd0131
Toy with a generated filter-types.lua
2025-03-06 22:50:04 -05:00
Sage Vaillancourt
a278e30c74
Some slightly noisier tiny debugging.
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Fully optional and/or only on rarely-called functions
2025-03-06 20:30:03 -05:00
Sage Vaillancourt
cedf7cb945
Remove commented-out filteredSystem() typechecks
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Pull ingredients.lua up a directory
2025-03-06 20:04:37 -05:00
Sage Vaillancourt
590121f7a6
Get most of the way toward basic new-round behavior
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Committing while in a mostly-working state so I can get some refactoring done.
2025-03-06 19:15:31 -05:00
Sage Vaillancourt
2e87bc8836
Almost-working upgrade menu.
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Basic input system.
More advanced text-drawing system.
2025-03-06 01:06:46 -05:00
Sage Vaillancourt
42ec7b74fc
Implicitly add all systems created through filteredSystem() to the world
2025-03-05 19:43:18 -05:00
Sage Vaillancourt
94b391801d
Drop available upgrades after ingredient stack.
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***Temporarily*** use timers to defer ingredient spawn
This should be more component-y for sure.
2025-03-05 18:11:58 -05:00
Sage Vaillancourt
f570a4a966
Replace tiny-ecs with the version I've been using + my own tweaks
2025-03-05 00:23:19 -05:00
Sage Vaillancourt
f2ff35daec
Add tiny and tiny-types
2025-03-05 00:21:25 -05:00
Sage Vaillancourt
8162c7f723
Turn spawners into entities driven by the spawnerSystem.
2025-03-05 00:10:41 -05:00
Sage Vaillancourt
5d16c75cf6
Extract some round control to rounds.lua
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Collected items are now unique entities in the world, instead of being held by the cart.
Commented-out sparking logic.
Very very very basic effects.lua, with things to apply to the cart.
2025-03-04 19:04:27 -05:00
Sage Vaillancourt
0b79dc68fb
Much much much more generic collision detection.
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Now uses a small collidingEntities system essentially as just a query for the collisionDetection system.
Makes a simple stack of collected ingredients at the end of a round.
Added some hacks to the velocity system that I don't like!
But it works somewhat splendidly!
2025-03-04 00:24:47 -05:00
Sage Vaillancourt
cdb8c1315e
Remove offscreen.lua
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Neat concept, but for now the cache rollover handles this without issue.
2025-03-03 19:19:12 -05:00
Sage Vaillancourt
a6f9dabd88
Burger -> Cart
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Add several sprite-based ingredients!
Centralizing caching in the new ingredients.lua
2025-03-03 19:18:15 -05:00
Sage Vaillancourt
22ff80cea7
Better ECS-ization
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Added Tomatoes. Separated collision detection and resolution.
2025-03-03 13:37:10 -05:00
Sage Vaillancourt
af5b494cdc
Init commit
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The burger - 'e bounce
2025-02-28 14:49:19 -05:00