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7eaa027162
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Close #35 : This was resolved by switching from arcade.physics.collide() to arcade.physics.overlap() which provides more reliable results
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2014-07-05 12:20:33 -07:00 |
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7dc8b876d8
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Add newline breaks to dialog, fix dialog syntax errors
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2014-07-03 06:54:19 -07:00 |
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8a9200bca9
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Close #38 : Integrate Joe's dialog
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2014-07-02 23:38:33 -07:00 |
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3b26be31f3
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Close #33 : Destroy all unused sprites when we're done with them
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2014-07-01 22:49:23 -07:00 |
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7932cfea34
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Close #34 : STEAL_DISTANCE calculation was wacked. This may still cause problems in the future (see note on the issue).
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2014-06-29 23:00:11 -07:00 |
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25edfafac1
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Close #32 : Recently stolen treasure appears along the bottom of the UI layer
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2014-06-29 19:36:10 -07:00 |
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d23d9969f7
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Close #7 and Close #6 : Player can now steal from AI and it increases their score
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2014-06-29 12:13:02 -07:00 |
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a7eb935f54
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Move treasure glint sprites above the shadow layer to make them easier to see
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2014-06-29 11:03:23 -07:00 |
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830ebe2261
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For #7 : Townsfolk and guardsmen spawn with 'treasure'. AI with treasure will occasionally 'glint' playing an effect to show the player they have treasure.
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2014-06-28 17:38:50 -07:00 |
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301073110b
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Snap sprites into the nearest edge of the grid when finding the nearest walkable tile
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2014-06-28 09:08:22 -07:00 |
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e166d580fc
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Made state changes in the AI affect the player score
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2014-06-28 08:48:26 -07:00 |
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6a5fa90484
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Added a visible score counter to the bottom of the screen
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2014-06-28 08:30:33 -07:00 |
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0673747e5e
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Move UI controls to the right side of the window for smaller screens
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2014-06-27 23:24:46 -07:00 |
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63269c5bd0
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nearestWalkableTile would sometimes return Number() members and not Int
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2014-06-27 23:21:35 -07:00 |
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30ecceaf1e
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Playing with the light values
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2014-06-27 23:01:31 -07:00 |
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cc25f7ca0c
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Close #13 : Brightness of the map now follows the clock
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2014-06-27 22:46:34 -07:00 |
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429e4398f5
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Close #12 : UI now shows a timer that counts from 8 pm to 5 am
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2014-06-27 21:41:57 -07:00 |
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9709a87fb0
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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.
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2014-06-27 18:04:34 -07:00 |
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0bf03be51d
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Reorganize index page, turn off drawing view and path rectangles
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2014-06-26 23:47:07 -07:00 |
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a1fb550c64
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Close #3 : Hunt / Search behavior works as expected
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2014-06-26 23:39:32 -07:00 |
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4f8a09581d
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Added audio and brightness controls, also added some crappy UI graphics to the index page
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2014-06-26 21:55:58 -07:00 |
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b1587926ab
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#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.
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2014-06-26 07:54:27 -07:00 |
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26c0ceb1ed
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Fix #25 (for real this time)
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2014-06-26 07:50:16 -07:00 |
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4e5ec4b0ae
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AI Sprite's path_tween speed should match their movement state for that tween
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2014-06-26 07:39:52 -07:00 |
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76b4cfd1bd
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AISprite turn faster or slower in turnUnseenDirection depending on state
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2014-06-26 07:22:15 -07:00 |
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5ac3159e38
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Refactor away from '== null' checks towards isSet
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2014-06-26 07:15:38 -07:00 |
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e0f236c5c0
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Refactored a little, AISprites now keep track of where their state changed
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2014-06-26 07:05:10 -07:00 |
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b90869a0b5
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Close #25 : Fix out of bounds on gridWithAISpriets
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2014-06-25 21:56:10 -07:00 |
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ed070b360e
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Close #19 : Player lightmeter bases off the ambient light of the world
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2014-06-25 07:56:22 -07:00 |
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d3b178176d
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Moved index_debug to index
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2014-06-22 17:38:41 -07:00 |
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ef7415e108
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jquery was missing
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2014-06-22 17:36:01 -07:00 |
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d6bbf4b074
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Add a mob to the map
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2014-06-22 17:25:07 -07:00 |
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2bb7344305
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Reporting townspeople should send the guard to the player's last known locatio n - more than once
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2014-06-22 16:52:12 -07:00 |
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d6dc3bffe4
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Reporting townspeople should send the guard to the player's last known locatio n - more than once
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2014-06-22 16:45:27 -07:00 |
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b11491400f
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Reporting townspeople should send the guard to the player's last known locatio n - more than once
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2014-06-22 16:44:24 -07:00 |
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f7aac0b3ea
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Reporting townspeople should send the guard to the player's last known locatio n - more than once
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2014-06-22 16:41:42 -07:00 |
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4d88653a06
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Reporting townspeople should send the guard to the player's last known locatio n - more than once
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2014-06-22 16:38:18 -07:00 |
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a6fcc6f0c2
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Reporting townspeople should send the guard to the player's last known locatio n - more than once
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2014-06-22 16:37:32 -07:00 |
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16374a312b
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Reporting townspeople should send the guard to the player's last known location
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2014-06-22 14:05:55 -07:00 |
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cd12fb4320
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Reporting townspeople should send the guard to the player's last known location
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2014-06-22 14:04:47 -07:00 |
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97b0b89dce
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Reporting townspeople should send the guard to the player's last known location
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2014-06-22 14:03:43 -07:00 |
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22cbd2849a
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Face a random direction when you stop at a light
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2014-06-22 13:54:53 -07:00 |
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e8d61086ef
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Face a random direction when you stop at a light
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2014-06-22 13:53:50 -07:00 |
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74e9931bba
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Face a random direction when you stop at a light
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2014-06-22 13:51:55 -07:00 |
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f619134b64
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Face a random direction when you stop at a light
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2014-06-22 13:50:50 -07:00 |
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9591646aa0
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Pathfind AROUND AISprites instead of through them
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2014-06-22 13:41:58 -07:00 |
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b75ec6d5a5
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Reset target to null when you lose someone
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2014-06-22 13:32:23 -07:00 |
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0f47a31988
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Reset target to null when you lose someone
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2014-06-22 13:29:45 -07:00 |
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801b50bf16
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Pathfind AROUND AISprites instead of through them
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2014-06-22 13:26:29 -07:00 |
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cc03e96970
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People keep chasing the guards even after touching the light - busted logic re: seeing the target
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2014-06-22 12:21:52 -07:00 |
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