Commit Graph

44 Commits

Author SHA1 Message Date
ff39bfc9b6 Close #61 : Schrodinbug... should never have ran at all, things were initializing out of order 2014-07-14 08:44:18 -07:00
52f60ade6f Move the score text and stop awarding score for time 2014-07-13 23:46:26 -07:00
6cc2ce371d Put the lightmeter back to a horizontal growth + alpha 2014-07-13 23:42:08 -07:00
a65bfd290e Forgot to actually make the score display use the bitmap font 2014-07-13 23:39:37 -07:00
cfd6bbafc0 Close #59 : Stop relying on .shiftKey() and use a dedicated control key for the shift key 2014-07-13 23:03:51 -07:00
b888a3f2e0 Close #60 : Improved Loading Screen (thanks Peter) 2014-07-13 22:25:50 -07:00
d68fda19a8 Close #40 : Integrated gothic bitmap font and added helpers for it 2014-07-13 21:38:09 -07:00
7f14cd5720 Game over screen can start a new game (but it has bugs....) 2014-07-12 23:57:46 -07:00
1ded2f42e5 Close #11 : Guards catching you will trigger the end game screen 2014-07-12 23:33:24 -07:00
6d5c49a370 Close #58 , In Progress #57: Start screen exists but credits button doesn't do anything yet. Started Game Over screen but it doesn't show yet (needs #11 and #57) 2014-07-12 22:02:30 -07:00
152414550c Cache tile properties at map load time instead of parsing them every time we shoot a vision ray 2014-07-12 10:49:00 -07:00
a62f30ba5c Modify the alpha of the light meter as well as the scale 2014-07-12 08:38:31 -07:00
4404f86595 Lightbar was off by 1px 2014-07-12 08:30:38 -07:00
ee2d30fd7e Fix undefined error when reporting you to a guard 2014-07-12 08:29:41 -07:00
f4dbcf46f6 Close #39 : Integrated better lightmeter, changed lightmeter color glow to red to make it more obvious to the player 2014-07-12 08:21:22 -07:00
1b0de7b3fa Word bubbles no longer show on top of the UI, and the camera deadzone has been reduced to account for the reduced UI space 2014-07-12 00:01:25 -07:00
8eebcb25ec Fix score location 2014-07-11 23:52:42 -07:00
b93191c81e Reset clock start to 08:00 2014-07-11 23:50:07 -07:00
341f7dc298 Close #41 : Clock works! 2014-07-11 23:49:20 -07:00
2e31517169 Reference #42, #41, #39 : Fitting new UI art mockups into place. Moved item spawn locations on top of the new background bar. 2014-07-11 19:54:29 -07:00
a8d33e956d Close #10 : AI stops and chats when they touch each other 2014-07-11 08:10:42 -07:00
ce098c1e37 Midway on #10: Basic conversation engine works, but AI does not stop playing its movement animation 2014-07-09 22:14:20 -07:00
3e27b50a80 Fix #34 : undefined reference was due to abuse of game.rnd.integerInRange out of bounds 2014-07-06 15:48:27 -07:00
63ed93a653 Fixed more bugs with stealing when facing down or right 2014-07-06 15:05:05 -07:00
0572550d38 Type bug in implementation of #35 2014-07-05 12:30:25 -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
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
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
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
5ac3159e38 Refactor away from '== null' checks towards isSet 2014-06-26 07:15:38 -07:00
ed070b360e Close #19 : Player lightmeter bases off the ambient light of the world 2014-06-25 07:56:22 -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