syedm
d0466599df
Add Komodo enemy class and enhance enemy spawning logic
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- Introduce Komodo class with high health and attack mechanics.
- Modify Enemy class to accept type parameter during initialization.
- Update EnemyAI to set speed based on enemy type.
- Implement random spawning of enemies in boss rooms.
- Adjust health bar calculations to use max health.
2026-04-02 23:15:03 +01:00
syedm
7c35419026
Implement traps system: add Trap, Landmine, and EventHorizon classes with collision detection and interaction logic; integrate trap handling in the game scene and enemy AI.
2026-04-02 22:46:24 +01:00
syedm
db7c2aa7a2
Enhance game over scene: implement GameOver class with options for retry and main menu, add background image, and handle mouse and keyboard interactions.
2026-04-02 15:33:50 +01:00
syedm
32de437f86
Implement health bar system: add HealthBar class for managing health, integrate health updates in HUDLayer, and modify enemy attack handling to reflect damage taken.
2026-03-30 20:43:06 +00:00
syedm
0369d24338
Refactor enemy system: enhance EnemyAI with attack cooldown, update Force class to handle damage, and improve EnemyHandler for enemy removal; add OccamsRazor weapon with attack mechanics.
2026-03-30 19:39:43 +00:00
syedm
60a89ed128
Enhance enemy AI and introduce Force class: update speed dynamics based on Lorentz field effects, refactor enemy spawning to utilize Force, and add sprite loading for Force.
2026-03-30 16:31:08 +00:00
syedm
5f3b6b8e29
Implement enemy pathfinding restrictions in starting room; rectify collision rectangle checks for props; create new trap and weapon files.
2026-03-29 13:42:59 +00:00
syedm
6aecd44114
Fix line of sight checks to use collision rectangle for prop interactions; as it caused the enemy to be able to softlock itself around a prop by thinking it was inside one the whole time;
2026-03-29 11:20:10 +00:00
syedm
3dbeadf976
Refactor debug checks to use event bus settings for consistency across game components.
2026-03-28 23:24:09 +00:00
syedm
1fbd12e6f6
Refactor props handling and inventory logic; add ghost prop preview
2026-03-28 23:07:42 +00:00
syedm
f54679de61
Refactor game state and HUD:
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- Removed the State class as it was no longer needed.
- Updated the MazeData class to improve output formatting.
- Added new assets for HUD background and foreground.
- Implemented Inventory class to manage crafting and item selection.
- Created HUDLayer class to handle drawing the HUD and inventory interactions.
2026-03-28 20:46:32 +00:00
syedm
045200bf9f
Props are now collectible;
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Props logic refractor;
maze coordinates cleanup
2026-03-28 18:09:58 +00:00
syedm
e42b31ec24
Refactor character and enemy AI movement logic; implement delta time for smoother updates and replace object (a reserved keyword) with prop.
2026-03-28 16:43:37 +00:00
syedm
bf93aecad1
Refactor event bus to use non-retrievable events;
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update collision handling and add new inventory initialization;
add torch lighting in fog shader;
2026-03-28 11:38:20 +00:00
syedm
3813fcb268
Refactor enemy movement logic for simplicity; adjust character sprite drawing position
2026-03-26 12:49:28 +00:00
syedm
83d250f1e9
Implement enemy AI and handler; add placeable radar object; enhance maze functionality
2026-03-25 22:02:50 +00:00
syedm
8d643a3842
initial commit
2026-03-25 07:13:37 +00:00