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775 Commits 1 Branch 0 Tags
30ecceaf1eb3590e52f80d51a8daae9cecb7022b
Commit Graph

10 Commits

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