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a8d33e956d
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Close #10 : AI stops and chats when they touch each other
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2014-07-11 08:10:42 -07:00 |
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ce098c1e37
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Midway on #10: Basic conversation engine works, but AI does not stop playing its movement animation
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2014-07-09 22:14:20 -07:00 |
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18d0ae90f2
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Close #29 : I feel so stupid.
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2014-07-07 23:14:33 -07:00 |
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74e3755b53
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Guards should follow the player's last known location when running to report, instead of just running blindly to coordinates (so they can see the player along the way and change course, instead of running right past the player).
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2014-07-07 21:43:25 -07:00 |
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b294db5943
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Close #46 : AI no longer gets 'stuck' on paths with visible state change
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2014-07-07 21:34:56 -07:00 |
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870c00d537
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Fixed a path following problem in AISprite.action_wander
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2014-07-06 21:30:18 -07:00 |
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5aaa025537
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Close #44 : AI now stays where it's supposed to on initialization
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2014-07-06 20:52:47 -07:00 |
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1d689724d8
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AI should become Concerned, not Relieved, when they report you to a guard
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2014-07-06 17:20:01 -07:00 |
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816b859197
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Close #1 : AI now follows polyline routes on the Routes layer of the map
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2014-07-06 17:18:08 -07:00 |
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3e27b50a80
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Fix #34 : undefined reference was due to abuse of game.rnd.integerInRange out of bounds
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2014-07-06 15:48:27 -07:00 |
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63ed93a653
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Fixed more bugs with stealing when facing down or right
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2014-07-06 15:05:05 -07:00 |
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164f486bc2
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Close #26 : A player can now hide behind any non-walkable tile, or any other AISprite, and block the vision of an AISprite
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2014-07-06 14:37:40 -07:00 |
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9b4ec3ff92
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Close #4 : Guard will start hunting for you when they lose you instead of just spinning in place
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2014-07-06 14:11:15 -07:00 |
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914536670a
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Bug in implementation of #35, failed to skip ourselves
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2014-07-05 12:43:58 -07:00 |
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0572550d38
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Type bug in implementation of #35
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2014-07-05 12:30:25 -07:00 |
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f42861847c
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Closes #35 : Missed one .collide() reference
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2014-07-05 12:23:46 -07:00 |
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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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6873a1ba53
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Removed phaser build, I only needed the minified js
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2014-06-27 08:18:10 -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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