adding server.ts
changed knight definition to be a typescript class
using sprite sheet instead of individual images & using classes + inheritence for units
modified priorityQueue to be typescript-y
fixed bug where wrong unit would be killed off..and made mage stronger
added some (semi) intelligent terrain generation for fun
sprites are animated
moved unmaed number out to static class member
path to location we think is closest to the goal and we can reach if the goal if goal is unreacahble
-fixed bug crashing bug if you told 2 of your own units to talk to the same place at the same time
-units stop animating when they stop moving
-increased siterange for mage and knight
-added attackrange (but don't use it yet)...if enemy units fall within this range the unit will path to them
fixed bug where units would path really slowly if they were trying to move to the same place
-using new art
-added fighting animation
-added node exploration threshold
-units will engage enemies if they get too close
-units rewritten to be state machines
-refactored a bunch of game.js code (mostly moving it out but also improving structure)
-combat works but is missing timers at the moment
-Fixed up combat + added some refactoring
-units still face the wrong way tho while fighting
Attacking state sets direction based on where the enemy is
Added sln file to source control
Started tracking knight image
including some files to allow publishing to azure
tracking JS files for azure deployment
trying to debug azure deploy problems...