Commit Graph

9 Commits

Author SHA1 Message Date
Sage Vaillancourt edeed9f4d0 Split crank and button input states.
Add crank-powered cart-launch 😎
2025-03-08 13:56:11 -05:00
Sage Vaillancourt 9f71874272 Replace collectableDrop and afterDelayAdd systems with collision-chaining.
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.
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
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
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.
***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
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.
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
Add several sprite-based ingredients!
Centralizing caching in the new ingredients.lua
2025-03-03 19:18:15 -05:00