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
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
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
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
8162c7f723
Turn spawners into entities driven by the spawnerSystem.
2025-03-05 00:10:41 -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