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Implement Naive Object Movement #11

Closed
Tracked by #246
Indy2222 opened this issue Mar 28, 2022 · 0 comments
Closed
Tracked by #246

Implement Naive Object Movement #11

Indy2222 opened this issue Mar 28, 2022 · 0 comments

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@Indy2222
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Indy2222 commented Mar 28, 2022

This depends on #10.

  • Send selected (movable) objects to a location when right-clicking on the map.
  • Implement naive version: objects go on straight line ignoring any potential obstacles.
@Indy2222 Indy2222 added this to the MVP milestone Apr 3, 2022
@Indy2222 Indy2222 changed the title Implement Naive Object Moving Implement Naive Object Movement Apr 5, 2022
Indy2222 added a commit that referenced this issue Apr 5, 2022
There are to benefits for doing this:

 * Simplification of systems which need access to pointed to entities.
 * Intersection is computed only once and used from multiple places.

The full benefit described above will be seized once there are new
systems working with pointed to entities (and terrain).

An example is a system which changes displayed cursor (for example:
attack vs move) based on pointed to object / terrain.

Relates to #11.
Indy2222 added a commit that referenced this issue Apr 5, 2022
There are to benefits for doing this:

 * Simplification of systems which need access to pointed to entities.
 * Intersection is computed only once and used from multiple places.

The full benefit described above will be seized once there are new
systems working with pointed to entities (and terrain).

An example is a system which changes displayed cursor (for example:
attack vs move) based on pointed to object / terrain.

Relates to #11.
Indy2222 added a commit that referenced this issue Apr 5, 2022
Indy2222 added a commit that referenced this issue Apr 5, 2022
Indy2222 added a commit that referenced this issue Apr 5, 2022
Indy2222 added a commit that referenced this issue Apr 6, 2022
There are to benefits for doing this:

 * Simplification of systems which need access to pointed to entities.
 * Intersection is computed only once and used from multiple places.

The full benefit described above will be seized once there are new
systems working with pointed to entities (and terrain).

An example is a system which changes displayed cursor (for example:
attack vs move) based on pointed to object / terrain.

Relates to #11.
Indy2222 added a commit that referenced this issue Apr 6, 2022
@Indy2222 Indy2222 mentioned this issue Nov 15, 2022
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