Commit Graph

811 Commits

Author SHA1 Message Date
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
63269c5bd0 nearestWalkableTile would sometimes return Number() members and not Int 2014-06-27 23:21:35 -07:00
30ecceaf1e Playing with the light values 2014-06-27 23:01:31 -07:00
cc25f7ca0c Close #13 : Brightness of the map now follows the clock 2014-06-27 22:46:34 -07:00
429e4398f5 Close #12 : UI now shows a timer that counts from 8 pm to 5 am 2014-06-27 21:41:57 -07:00
9709a87fb0 AI returns to their origin when they cant move and are in wandering state. AI gets their facing state from the map. Guards can re-encounter you while traveling back to the origin. 2014-06-27 18:04:34 -07:00
6873a1ba53 Removed phaser build, I only needed the minified js 2014-06-27 08:18:10 -07:00
0bf03be51d Reorganize index page, turn off drawing view and path rectangles 2014-06-26 23:47:07 -07:00
a1fb550c64 Close #3 : Hunt / Search behavior works as expected 2014-06-26 23:39:32 -07:00
4f8a09581d Added audio and brightness controls, also added some crappy UI graphics to the index page 2014-06-26 21:55:58 -07:00
b1587926ab #3 : Hunting behavior partially implemented, character wanders around inside a box looking for the player. Needs to stop/turn, and for some reason the state never ends. 2014-06-26 07:54:27 -07:00
26c0ceb1ed Fix #25 (for real this time) 2014-06-26 07:50:16 -07:00
4e5ec4b0ae AI Sprite's path_tween speed should match their movement state for that tween 2014-06-26 07:39:52 -07:00
76b4cfd1bd AISprite turn faster or slower in turnUnseenDirection depending on state 2014-06-26 07:22:15 -07:00
5ac3159e38 Refactor away from '== null' checks towards isSet 2014-06-26 07:15:38 -07:00
e0f236c5c0 Refactored a little, AISprites now keep track of where their state changed 2014-06-26 07:05:10 -07:00