Commit Graph

811 Commits

Author SHA1 Message Date
0149ce70cd Close #56 : AI now only plan paths around things that are not moving at the time of pathfinding, they will walk through locations where AI are currently moving 2014-07-13 23:19:17 -07:00
cfd6bbafc0 Close #59 : Stop relying on .shiftKey() and use a dedicated control key for the shift key 2014-07-13 23:03:51 -07:00
418d61e569 Close #52 : AI was detecting correctly, some sprites were just drawn facing the wrong way at initialization time 2014-07-13 22:52:58 -07:00
b888a3f2e0 Close #60 : Improved Loading Screen (thanks Peter) 2014-07-13 22:25:50 -07:00
d68fda19a8 Close #40 : Integrated gothic bitmap font and added helpers for it 2014-07-13 21:38:09 -07:00
7f14cd5720 Game over screen can start a new game (but it has bugs....) 2014-07-12 23:57:46 -07:00
1ded2f42e5 Close #11 : Guards catching you will trigger the end game screen 2014-07-12 23:33:24 -07:00
6d5c49a370 Close #58 , In Progress #57: Start screen exists but credits button doesn't do anything yet. Started Game Over screen but it doesn't show yet (needs #11 and #57) 2014-07-12 22:02:30 -07:00
152414550c Cache tile properties at map load time instead of parsing them every time we shoot a vision ray 2014-07-12 10:49:00 -07:00
e530233cde Close #51 : Set 'blocksvision = false' on a tile's properties to make it see through on a collision layer 2014-07-12 10:31:07 -07:00
a62f30ba5c Modify the alpha of the light meter as well as the scale 2014-07-12 08:38:31 -07:00
4404f86595 Lightbar was off by 1px 2014-07-12 08:30:38 -07:00
ee2d30fd7e Fix undefined error when reporting you to a guard 2014-07-12 08:29:41 -07:00
f4dbcf46f6 Close #39 : Integrated better lightmeter, changed lightmeter color glow to red to make it more obvious to the player 2014-07-12 08:21:22 -07:00
1b11aa0cff Awareness bubbles now appear below the UI 2014-07-12 00:04:08 -07:00
1b0de7b3fa Word bubbles no longer show on top of the UI, and the camera deadzone has been reduced to account for the reduced UI space 2014-07-12 00:01:25 -07:00
8eebcb25ec Fix score location 2014-07-11 23:52:42 -07:00
b93191c81e Reset clock start to 08:00 2014-07-11 23:50:07 -07:00
341f7dc298 Close #41 : Clock works! 2014-07-11 23:49:20 -07:00
2e31517169 Reference #42, #41, #39 : Fitting new UI art mockups into place. Moved item spawn locations on top of the new background bar. 2014-07-11 19:54:29 -07:00
b3b3370dbe Close #54 : AI now resume paths after colliding with each other 2014-07-11 08:36:13 -07:00
a8d33e956d Close #10 : AI stops and chats when they touch each other 2014-07-11 08:10:42 -07:00
ce098c1e37 Midway on #10: Basic conversation engine works, but AI does not stop playing its movement animation 2014-07-09 22:14:20 -07:00
18d0ae90f2 Close #29 : I feel so stupid. 2014-07-07 23:14:33 -07:00
74e3755b53 Guards should follow the player's last known location when running to report, instead of just running blindly to coordinates (so they can see the player along the way and change course, instead of running right past the player). 2014-07-07 21:43:25 -07:00
b294db5943 Close #46 : AI no longer gets 'stuck' on paths with visible state change 2014-07-07 21:34:56 -07:00
870c00d537 Fixed a path following problem in AISprite.action_wander 2014-07-06 21:30:18 -07:00
5aaa025537 Close #44 : AI now stays where it's supposed to on initialization 2014-07-06 20:52:47 -07:00
1d689724d8 AI should become Concerned, not Relieved, when they report you to a guard 2014-07-06 17:20:01 -07:00
816b859197 Close #1 : AI now follows polyline routes on the Routes layer of the map 2014-07-06 17:18:08 -07:00
3e27b50a80 Fix #34 : undefined reference was due to abuse of game.rnd.integerInRange out of bounds 2014-07-06 15:48:27 -07:00
63ed93a653 Fixed more bugs with stealing when facing down or right 2014-07-06 15:05:05 -07:00
164f486bc2 Close #26 : A player can now hide behind any non-walkable tile, or any other AISprite, and block the vision of an AISprite 2014-07-06 14:37:40 -07:00
9b4ec3ff92 Close #4 : Guard will start hunting for you when they lose you instead of just spinning in place 2014-07-06 14:11:15 -07:00
914536670a Bug in implementation of #35, failed to skip ourselves 2014-07-05 12:43:58 -07:00
0572550d38 Type bug in implementation of #35 2014-07-05 12:30:25 -07:00
f42861847c Closes #35 : Missed one .collide() reference 2014-07-05 12:23:46 -07:00
7eaa027162 Close #35 : This was resolved by switching from arcade.physics.collide() to arcade.physics.overlap() which provides more reliable results 2014-07-05 12:20:33 -07:00
7dc8b876d8 Add newline breaks to dialog, fix dialog syntax errors 2014-07-03 06:54:19 -07:00
8a9200bca9 Close #38 : Integrate Joe's dialog 2014-07-02 23:38:33 -07:00
3b26be31f3 Close #33 : Destroy all unused sprites when we're done with them 2014-07-01 22:49:23 -07:00
7932cfea34 Close #34 : STEAL_DISTANCE calculation was wacked. This may still cause problems in the future (see note on the issue). 2014-06-29 23:00:11 -07:00
25edfafac1 Close #32 : Recently stolen treasure appears along the bottom of the UI layer 2014-06-29 19:36:10 -07:00
d23d9969f7 Close #7 and Close #6 : Player can now steal from AI and it increases their score 2014-06-29 12:13:02 -07:00
a7eb935f54 Move treasure glint sprites above the shadow layer to make them easier to see 2014-06-29 11:03:23 -07:00
830ebe2261 For #7 : Townsfolk and guardsmen spawn with 'treasure'. AI with treasure will occasionally 'glint' playing an effect to show the player they have treasure. 2014-06-28 17:38:50 -07:00
301073110b Snap sprites into the nearest edge of the grid when finding the nearest walkable tile 2014-06-28 09:08:22 -07:00
e166d580fc Made state changes in the AI affect the player score 2014-06-28 08:48:26 -07:00
6a5fa90484 Added a visible score counter to the bottom of the screen 2014-06-28 08:30:33 -07:00
0673747e5e Move UI controls to the right side of the window for smaller screens 2014-06-27 23:24:46 -07:00