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Home Page: https://jmmk.github.io/clash-attack-sim/
License: Other
Each building should have an unspawnable zone that is one tile bigger on all sides.
Currently it finds a target and decides what action to take
This would also allow adding/removing systems dynamically during execution
moving vs attacking would be a component and instead of the system checking the state of a component, it would only check for the presence of a component. The technique is outlined here: http://www.richardlord.net/blog/finite-state-machines-with-ash#more-1064
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http://jmmk.github.io/clash-attack-sim/
Currently archers are implemented as a random chance to spawn on left-click. Instead, there should be a choice between spawning an archer or barbarian.
Right now I set one animation sequence for moving. The animation sequence keyed off state like :moving
, :attacking
, etc.
This should be standardized one way or the other
Currently using modulo of frame-count and an entity's attack-speed, but this makes all entities with the same attack speed attack at the same exact time. Instead, once they get in range, they should set last-attacked to the current frame-count. When frame-count equals last-attacked + attack-speed, attack again and set last-attacked to current frame-count.
With the addition of the attack and health system, performance is getting bad once enough entities are on the stage. Should research and implement basic performance enhancements
@param [options.roundPixels=false] {boolean} If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation.
Currently it only allows one click per frame. It should be an array of all actions in a frame
New entity that shares the hp component of another entity and is positioned at top of it
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Seems like when adding an enormous number of barbarians, hp doesn't drop as quickly as it should
I should use an actual input queue instead of just a "click" queue. And when I handle each event, I will have more conditions to check
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