all repos — uStrat @ main

simple turn-based strategy game inspired by uCity, Super Robot Wars, C&C, Fire Emblem

12c0f3a5
add tips to the README
Iris Lightshard nilix@nilfm.cc
a597e324
actually remove unused font
Iris Lightshard nilix@nilfm.cc
a25c544f
update readme, license, and remove unused font
Iris Lightshard nilix@nilfm.cc
245abc4d
use let instead of var everywhere; fixed bugs and adjusted ocean generation
Iris Lightshard nilix@nilfm.cc
1e80ddda
bugfixes all over and make def come into play
Iris Lightshard nilix@nilfm.cc
691015a5
update/fix AI and tweak map parameters
Iris Lightshard nilix@nilfm.cc
12dc1443
use nilfm.cc address
Iris Lightshard nilix@nilfm.cc
b5ad3794
fix movement
Iris Lightshard nilix@nilfm.cc
1a0e7e5e
Unit: no equipment is null instead of empty object
Iris Lightshard nilix@nilfm.cc
8bb4bd9c
fix AI.buildUnits()
Iris Lightshard nilix@nilfm.cc
936fb006
some balance fixes
Iris Lightshard nilix@nilfm.cc
1ee257b6
fix null reference in Movement.js
Iris Lightshard nilix@nilfm.cc
d1928538
AI: fix typos
Iris Lightshard nilix@nilfm.cc
4437833d
make AI more aggressive
Iris Lightshard nilix@nilfm.cc
31d679b4
fix duplicating a unit if another swaps with it
Iris Lightshard nilix@nilfm.cc
3752d617
use null instead of empty object
Iris Lightshard nilix@nilfm.cc
ab6804a5
couple fixes
Iris Lightshard nilix@nilfm.cc
f00d6f06
add glyphs to touch controls, resize map and remove all hardcoded references to map size; tweak formula for mountains and ocean generation
Iris Lightshard nilix@nilfm.cc
d398d667
add lose condition: half the cities are destroyed
Iris Lightshard nilix@nilfm.cc
fd4f3980
check for existence of equipment in AI.selectEnemyUnit()
Iris Lightshard nilix@nilfm.cc
fc220425
check for existence of equipment in AI.selectEnemyUnit()
Iris Lightshard nilix@nilfm.cc
41d628ca
Merge branch 'newAI' into 'master'

New ai

See merge request nilix/ustrat!1
Derek Stevens drkste@zoho.com
e194fb61
debugging AI some more; making progress!
Iris Lightshard nilix@nilfm.cc
e7f3417b
debugging AI
Iris Lightshard nilix@nilfm.cc
7576a5a8
initialize attack logic
Iris Lightshard nilix@nilfm.cc
36d62670
update/fix targeting algorithms
Iris Lightshard nilix@nilfm.cc
abd33b2e
setup primitive AI targeting for cities, structs, and units
Iris Lightshard nilix@nilfm.cc
5b756985
fixed menu; can't make an enemy's unit attack
Iris Lightshard nilix@nilfm.cc
d9e77344
fix equipment glitch
Iris Lightshard nilix@nilfm.cc
b2d31962
debugging AI path generation and movement
Iris Lightshard nilix@nilfm.cc
660e1c96
fixed AI equipment logic
Iris Lightshard nilix@nilfm.cc
a753b91c
Merge branch 'master' of https://gitlab.com/nilix/ustrat
Iris Lightshard nilix@nilfm.cc
c1beb6bd
implemented some remedial AI equipment logic
Iris Lightshard nilix@nilfm.cc
e130b5b6
victory and defeat conditions and gameOver screens
Iris Lightshard nilix@nilfm.cc
bd7f6f25
cpu units head for armory first thing to get equipped (equip/upgrade code forthcoming). if no cpu armory, they stay chillin
Iris Lightshard nilix@nilfm.cc
a630b768
tweak AI.generatePath() to avoid infinite loops and to push on forward if completely surrounded by high cost tiles; add win/lose conditions for destruction of HQs
Iris Lightshard nilix@nilfm.cc
52186a25
refactored AI code to be more like the rest of the game; properly passes state through gameState.flow now; cpu Unit movement is animated
Iris Lightshard nilix@nilfm.cc
79f0c38b
AI can move units toward their targets; trying to figure out how to animate it
Iris Lightshard nilix@nilfm.cc
633bd8d5
took a stab at AI movement path generation
Iris Lightshard nilix@nilfm.cc
e626a125
putting some boilerplate in place for AI unit movement
Iris Lightshard nilix@nilfm.cc
671a5788
cleanup AI
Iris Lightshard nilix@nilfm.cc
c79453a5
AI can now search from HQ outward or map-edges inward for cell to build struct
Iris Lightshard nilix@nilfm.cc
8aa2a016
animation loop for cpu phase, cpu can build structures and units now
Iris Lightshard nilix@nilfm.cc
9c9f67ae
starting the AI. rudimentary structure building algorithm is in place
Iris Lightshard nilix@nilfm.cc
53886275
fixed attack.listen(): camera follows cursor, can't center attack on self
Iris Lightshard nilix@nilfm.cc
be348fba
fixed typo in destroyStructure()
Iris Lightshard nilix@nilfm.cc
3df078b4
cleaned up the touch controls a bit; opera situation debugged & fixed
Iris Lightshard nilix@nilfm.cc
a61b7120
tweak movement controls responsiveness
Iris Lightshard nilix@nilfm.cc
339c210c
made the menus wider
Iris Lightshard nilix@nilfm.cc
cdfc903f
Tweaking menus
Iris Lightshard nilix@nilfm.cc
2702b9c7
weird bug on opera mobile regarding startButton and qButton; working on it
Iris Lightshard nilix@nilfm.cc
adaa55d3
debugged attack/equipment code; all is good
Iris Lightshard nilix@nilfm.cc
9967a893
add explosion.png
Iris Lightshard nilix@nilfm.cc
570ee282
moved units off structures for demo spawn
Iris Lightshard nilix@nilfm.cc
64702e70
added Ace, Angel, and BlitzWalker to Fabricate menu; demo base and units on load
Iris Lightshard nilix@nilfm.cc
b91fdb49
first commit
Iris Lightshard nilix@nilfm.cc
45157da9
implemented some remedial AI equipment logic. freezing this repo to refactor into typescript
Iris Lightshard nilix@nilfm.cc
7f93fade
fix AI.targetReset(); UI improvements
Iris Lightshard nilix@nilfm.cc
f66caa06
reset AI unit attentionSpan when something targeted by an AI unit is destroyed
Iris Lightshard nilix@nilfm.cc
e5c238b3
fix typo in AI.selectOwnStruct()
Iris Lightshard nilix@nilfm.cc
1bdca932
AI attack logic improved; documentation
Iris Lightshard nilix@nilfm.cc
b6949155
fixed infinite loop in AI movement
Iris Lightshard nilix@nilfm.cc