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
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
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
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
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
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