Elijah Voigt
570b4916bc
saving my place
2 weeks ago
Elijah Voigt
ea4448f781
Fix a bug where textures did not follow debug state when new entities
...
were spawned (i.e., shapes), leading to textured shapes being added in
debug mode.
3 weeks ago
Elijah Voigt
a53e65af9a
Simple art pass
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The goal here is not to get final art, just to get _something_ in place.
Art should be toggle-able so we can turn it on/off for the simple boxes
(to debug) and to create a space that better art can easily be added.
I know I _should_ fix the bug where two blocks occupy the same spot...
... but I am chasing the dopamine.
3 weeks ago
Elijah Voigt
824cb998ff
Recognize fail state for a level
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Triggers when shapes are deactivated above the line
4 weeks ago
Elijah Voigt
1074555bab
Recognize an "end state" for the game
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Introduce some sort of "Goal" in a level.
When that goal is is "Achieved" and the level.
If the player chooses, go to the next level.
Requires:
* A goal tracker
* A level counter
* A state enum:
* "InPlay": Playing the game
* "LevelComplete": Completed the objective
* Can progress to the next level
* "GameOver": Failed the objective
* "Paused": Gameplay is temporarily paused
Once a level is complete, there should be:
* A new goal generated for the next level.
* A button to progress to the next level.
4 weeks ago
Elijah Voigt
6fd9550975
Shape colors
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This breaks shapes out into having separate colors.
This requires breaking shapes out into an enum describing the shape and
the shape layout, then we can add the mesh and material based on the
shape enum variant.
4 weeks ago
Elijah Voigt
2efa01bb89
jj: initial commit
1 month ago
Elijah Voigt
50c802fdab
Refactor: change how shapes are represented.
1 month ago
Elijah Voigt
882aac6e6e
clippy
1 month ago
Elijah Voigt
acbf89a077
Everything compiles
1 month ago
Elijah Voigt
c3cd7f87b6
Further migration to 0.17. Saving my place again
1 month ago
Elijah Voigt
602d6a923e
Tetris works on 0.17
1 month ago
Elijah Voigt
1e2d37ed60
bevy 0.16 -> 0.17 saving my place
1 month ago
Elijah Voigt
96583f4cea
Added damage to player, clear lines damage more, and refactored damage in general
1 month ago
Elijah Voigt
76733e20d8
Assigning and drawing health
1 month ago
Elijah Voigt
db480af595
Very basic entities for battler
2 months ago
Elijah Voigt
2a5d7363fe
Assert when two entities should not share the same grid position but do
2 months ago
Elijah Voigt
a310bddce0
Sprite background (ish) and correct size for ui elements
2 months ago
Elijah Voigt
1c99950e65
Rendering to images works, images are ui nodes
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Lots of improvements we need to make but the bones are there!
2 months ago
Elijah Voigt
e6093b3fcb
Very rough swap mechanic
2 months ago
Elijah Voigt
66c6019ea4
Skip is still buggy but just... less so.
2 months ago
Elijah Voigt
a73f5ddb05
Base implementation of space to skip piece to end
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It is buggy, but it is something...
2 months ago
Elijah Voigt
21ad8763e4
Remove the orientation enum
2 months ago
Elijah Voigt
a6c96a6588
Fixed line clearing bug
2 months ago
Elijah Voigt
728e36171b
Adding score and next piece preview
2 months ago
Elijah Voigt
c3335e9263
Move tests to separate file, escape -> pause
2 months ago
Elijah Voigt
90a6181e22
We did it chat. We got clearing lines working
2 months ago
Elijah Voigt
a13aa62a1f
Fix left side bounds checking
2 months ago
Elijah Voigt
39b11593ca
Fixed collision directionality bug
2 months ago
Elijah Voigt
11864e1229
Drawing piece based on shape matrix works!
2 months ago
Elijah Voigt
4c35daac3e
Tests pass so we are... almost cooking
2 months ago
Elijah Voigt
0d1a680625
Starting on shape-is-matrix implementation
2 months ago
Elijah Voigt
7ef5a73704
not perfect, but gooder movement
2 months ago
Elijah Voigt
c4394f9728
Moving in the right direction for movement checking
2 months ago
Elijah Voigt
c21636629e
Initial clear line code, untested
2 months ago
Elijah Voigt
f0d41f15ee
Potential logic fix
2 months ago
Elijah Voigt
f6aae11f8c
Hit detection not working, but not horribly broken either... somewhere in between.
2 months ago
Elijah Voigt
2cab218e5c
Tighten up tetrino grid movement
2 months ago
Elijah Voigt
b51884ac69
Moved away from childof relationship!
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Instead of using ChildOf, which has Transform implications, we created
our own relationship:
ShapeBlocks(Vec<Entity>) <-> BlockOf { parent: Entity }
This relationship just informs how to place blocks with a
RelativePosition near their GridPosition parents without having to deal
with the Transform of the parent.
2 months ago
Elijah Voigt
fb535106ca
Display shape and orientation for debugging
2 months ago
Elijah Voigt
78854196a1
Rotations look mooooostly right
2 months ago
Elijah Voigt
7ae68f0e4c
The basic idea of "Move the tiles instead of rotating the shapes"
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It is very buggy, but you get the just if what I'm going for.
I'll fix it up tomorrow.
2 months ago
Elijah Voigt
c62350e382
Spawning pieces at top of board by default
2 months ago
Elijah Voigt
459740a0ef
Add automatic falling
2 months ago
Elijah Voigt
f89d52bfbf
Add bounds checking for pieces
2 months ago
Elijah Voigt
a9b50512e6
Simple piece with rotation/orientation
2 months ago
Elijah Voigt
173a03a7dd
tetris: We have a grid...ish
2 months ago
Elijah Voigt
333dae9089
tetris: we have a block that can move
2 months ago
Elijah Voigt
e2554bd8f7
Add loading indicator and increase flappy bird ground square sizes
3 months ago
Elijah Voigt
3d12aebec9
use okchla color for better movement between shades
4 months ago