Commit Graph

29 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
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
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
0572550d38 Type bug in implementation of #35 2014-07-05 12:30:25 -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
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
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
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
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
5ac3159e38 Refactor away from '== null' checks towards isSet 2014-06-26 07:15:38 -07:00
ed070b360e Close #19 : Player lightmeter bases off the ambient light of the world 2014-06-25 07:56:22 -07:00
adab130d17 Breaking out source into separate files
Get rid of backup files

Refactored source out into multiple files
2014-06-22 10:12:40 -07:00