|
|
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 |
|