Feat/5 add monster generation#51
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MrDeadCe11 merged 11 commits intofeat/combat-systemfrom Jul 6, 2024
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Feat/combat system
…number, and it only works one tile away (because theres only one lvl 1 monst once there are lvl 2 - 10 monsters it will work for all tiles)
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Fluffy9
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Jul 12, 2024
* Update characterId to use bytes32 * Temporarily add _createMonster to PostDeploy * updating monster generation * monsters now spawn on tile move, right now they alwasy spawn the max number, and it only works one tile away (because theres only one lvl 1 monst once there are lvl 2 - 10 monsters it will work for all tiles) * Render monsters to frontend * Improve how entities fetching in TileDetailsPanel * Use _chebyshevDistance to get distanceFromHome * Add _createMonster function to PostDeploy * Update MobSystem.t.sol for movement --------- Co-authored-by: ECWireless <[email protected]> Co-authored-by: ECWireless <[email protected]>
Fluffy9
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that referenced
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Jul 17, 2024
* Update characterId to use bytes32 * Temporarily add _createMonster to PostDeploy * updating monster generation * monsters now spawn on tile move, right now they alwasy spawn the max number, and it only works one tile away (because theres only one lvl 1 monst once there are lvl 2 - 10 monsters it will work for all tiles) * Render monsters to frontend * Improve how entities fetching in TileDetailsPanel * Use _chebyshevDistance to get distanceFromHome * Add _createMonster function to PostDeploy * Update MobSystem.t.sol for movement --------- Co-authored-by: ECWireless <[email protected]> Co-authored-by: ECWireless <[email protected]>
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