Commit Graph

13 Commits

Author SHA1 Message Date
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
63269c5bd0 nearestWalkableTile would sometimes return Number() members and not Int 2014-06-27 23:21:35 -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
4f8a09581d Added audio and brightness controls, also added some crappy UI graphics to the index page 2014-06-26 21:55:58 -07:00
26c0ceb1ed Fix #25 (for real this time) 2014-06-26 07:50:16 -07:00
5ac3159e38 Refactor away from '== null' checks towards isSet 2014-06-26 07:15:38 -07:00
b90869a0b5 Close #25 : Fix out of bounds on gridWithAISpriets 2014-06-25 21:56:10 -07:00
ed070b360e Close #19 : Player lightmeter bases off the ambient light of the world 2014-06-25 07:56:22 -07:00
9591646aa0 Pathfind AROUND AISprites instead of through them 2014-06-22 13:41:58 -07:00
801b50bf16 Pathfind AROUND AISprites instead of through them 2014-06-22 13:26:29 -07:00
f0446cb164 Guards don't contact the player anymore and people continue chasing the guards 2014-06-22 11:30:55 -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