Gravestones appear on tiles where creeps die. Vampires explode into 4 birds when they die. Wolves turn into zombies when they die. Added a reference to XRoads.CombatMap & XRoads.CombatMap.WallLayer. Also added a reference to XRoads.CM (CreepManager) Need a more sensible way to reference these classes.
Added CombatPlayer. Control with WASD. He drops some turds wherever he walks.
Added wall collisions to the CombatPlayer. Maybe I should implement arcade physics instead.
Player now collides with and is attacked by creeps. You only have 7 life. If you die you get sent back to the menu.
Made a new gravestone graphic for the CombatPlayer death. CombatPlayer cannot move out of GridNodes.
Catshrooms have been spotted stalking the combat zone.
CombatPlayer now world wraps properly. Fixed a bug in XRoads.GridNodes.getNodeFromPos() but it was weird and I feel bad.
Added CombatPlayer bullets. Press spacebar to shoot bullets. Bullets collide with walls & creeps and wrap.
Renamed '3rd party' -> '3rdparty'
3rdparty
CombatPlayer bullets now collide with each other. Added a new player spritesheet that I made(kinda lame). Cannot figure out bug where player does not collide with player bullets.
Creeps now handle their own CombatPlayer.bullets collisions.
Replaced the CombatPlayer sprite with a Fanged beaver. Look at the beaver. (He is big and bugs out the wall collision.)
Lightened the beaver sprite.
Broke down the massive creep update into smaller prototype functions. Started a behaviors.js. Changed the combatplayer sprite back to the weird cyborg dude.
Working with behaviors.js. Attempting to change creep behavior.
Started a 'getAnUpNode" function. I'm Still having problems injecting a 'newDirection' into creeps. Refactored creep.js a bit. Behaviors is not instantiated correctly: faults on CombatPlayer death. Should I look for dependency injection or use an entity system framework (like richardlord.net/blog/introducing-ash) to manage creep behavior?
Experimenting with Behaviors and creeps. Slightly improved getAnUpNode. Need to think about dependency injection or a behavior 'dispatch' class.
XRoads.Behaviors.prototype.getAnUpNode works better but may still have a few bugs when called unexpectedly. Creeps should start moving upwards when you press the ^^^ button.
Fixed most of the bugs with getAnUpNode. I need to deconstruct these node searching algorithms and decouple them from the creeps some. Also, still a bug instantiating Behaviors.