- Dec 25, 2019
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13035516 authored
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- Jun 05, 2018
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Raymond Chia authored
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Raymond Chia authored
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- Feb 15, 2018
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13035516 authored
Incoming new data is now managed as an Event. The arduino input can now be fed into the spell buffer. Might make a change to the protocol to include a 1x3 list of float information for later things
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- Feb 10, 2018
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13035516 authored
Made changes to the serial communication to stop creating a coroutine, waiting for it to end and creating a new one each update. This caused the system to lag. Instead, I made a recursive call at the start so that at the end of each coroutine, it will add another one.
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- Feb 03, 2018
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13035516 authored
Added a text feature in the HP and MP sections for the stat bar. Need to get onto Arduino implementation soon
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- Feb 02, 2018
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13035516 authored
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- Jan 31, 2018
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13035516 authored
Added the green and blue monsters with appropriate spells. I need to make a dictionary for the spells somewhere. Either that or assort them into a script object that will take care of them for me. Like in the spells GameObject. The blue slime currently does not flash. Will probably need to make changes to the material properties for that, either through script or on the editor. Will need to make an MP bar next.
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- Jan 21, 2018
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13035516 authored
Fixed the issue with being able to do damage during the charging phase. However, for some reason the shootablelayer and the nothing layer hare switched around. Added an eventmanager system to try and do the interactions between the casting mechanics but it wasn't required. Will use this in the future for menu popups, leveling, pickups etc
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- Jan 18, 2018
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13035516 authored
Made the flashing when using the correct spell an option. The enemies when hit no longer teleport a short instance
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- Jan 17, 2018
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13035516 authored
Attempting to make the enemies flash when they are hit with the right spell. Changed the collision from rayhit to particle collision on the object. Each particle has been given a longer lifetime. This seems to be working. The scaling to get to MaxParticles does not seem to have issues.
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- Jan 14, 2018
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13035516 authored
Added the spawning functionality from a singular location for enemies and also combination sequencing for spell lists
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- Jan 12, 2018
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13035516 authored
Added the spell and monster archetypes organised by element type (fire, water & earth). Started the buffer for the input commands but there's a problem with the buffering at the end of the array. This will need to be looked at later
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- Jan 03, 2018
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13035516 authored
Now added an option to change between fire and water magic using the keys, 1 and 2. Updated the playerHealth code so they cannot cast spellif dead
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13035516 authored
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Raymond Chia authored
Revert "Add new directory" See merge request !1
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Raymond Chia authored
This reverts commit b3a54d77
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Raymond Chia authored
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- Jan 02, 2018
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Raymond Chia authored
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