Commit Graph

778 Commits

Author SHA1 Message Date
9b4ec3ff92 Close #4 : Guard will start hunting for you when they lose you instead of just spinning in place 2014-07-06 14:11:15 -07:00
914536670a Bug in implementation of #35, failed to skip ourselves 2014-07-05 12:43:58 -07:00
0572550d38 Type bug in implementation of #35 2014-07-05 12:30:25 -07:00
f42861847c Closes #35 : Missed one .collide() reference 2014-07-05 12:23:46 -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
7dc8b876d8 Add newline breaks to dialog, fix dialog syntax errors 2014-07-03 06:54:19 -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
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
6a5fa90484 Added a visible score counter to the bottom of the screen 2014-06-28 08:30:33 -07:00
0673747e5e Move UI controls to the right side of the window for smaller screens 2014-06-27 23:24:46 -07:00
63269c5bd0 nearestWalkableTile would sometimes return Number() members and not Int 2014-06-27 23:21:35 -07:00
30ecceaf1e Playing with the light values 2014-06-27 23:01:31 -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
b1587926ab #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. 2014-06-26 07:54:27 -07:00
26c0ceb1ed Fix #25 (for real this time) 2014-06-26 07:50:16 -07:00
4e5ec4b0ae AI Sprite's path_tween speed should match their movement state for that tween 2014-06-26 07:39:52 -07:00
76b4cfd1bd AISprite turn faster or slower in turnUnseenDirection depending on state 2014-06-26 07:22:15 -07:00
5ac3159e38 Refactor away from '== null' checks towards isSet 2014-06-26 07:15:38 -07:00
e0f236c5c0 Refactored a little, AISprites now keep track of where their state changed 2014-06-26 07:05:10 -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
d3b178176d Moved index_debug to index 2014-06-22 17:38:41 -07:00
ef7415e108 jquery was missing 2014-06-22 17:36:01 -07:00
d6bbf4b074 Add a mob to the map 2014-06-22 17:25:07 -07:00
2bb7344305 Reporting townspeople should send the guard to the player's last known locatio n - more than once 2014-06-22 16:52:12 -07:00
d6dc3bffe4 Reporting townspeople should send the guard to the player's last known locatio n - more than once 2014-06-22 16:45:27 -07:00
b11491400f Reporting townspeople should send the guard to the player's last known locatio n - more than once 2014-06-22 16:44:24 -07:00
f7aac0b3ea Reporting townspeople should send the guard to the player's last known locatio n - more than once 2014-06-22 16:41:42 -07:00
4d88653a06 Reporting townspeople should send the guard to the player's last known locatio n - more than once 2014-06-22 16:38:18 -07:00
a6fcc6f0c2 Reporting townspeople should send the guard to the player's last known locatio n - more than once 2014-06-22 16:37:32 -07:00
16374a312b Reporting townspeople should send the guard to the player's last known location 2014-06-22 14:05:55 -07:00
cd12fb4320 Reporting townspeople should send the guard to the player's last known location 2014-06-22 14:04:47 -07:00
97b0b89dce Reporting townspeople should send the guard to the player's last known location 2014-06-22 14:03:43 -07:00
22cbd2849a Face a random direction when you stop at a light 2014-06-22 13:54:53 -07:00
e8d61086ef Face a random direction when you stop at a light 2014-06-22 13:53:50 -07:00
74e9931bba Face a random direction when you stop at a light 2014-06-22 13:51:55 -07:00
f619134b64 Face a random direction when you stop at a light 2014-06-22 13:50:50 -07:00
9591646aa0 Pathfind AROUND AISprites instead of through them 2014-06-22 13:41:58 -07:00