ff39bfc9b6Close#61 : Schrodinbug... should never have ran at all, things were initializing out of order
Andrew Kesterson2014-07-14 08:44:18 -07:00
db6dd115a8
Add instructions to the bottom of the page
Andrew Kesterson
2014-07-14 08:02:03 -07:00
52f60ade6f
Move the score text and stop awarding score for time
Andrew Kesterson2014-07-13 23:46:26 -07:00
6cc2ce371d
Put the lightmeter back to a horizontal growth + alpha
Andrew Kesterson2014-07-13 23:42:08 -07:00
a65bfd290e
Forgot to actually make the score display use the bitmap font
Andrew Kesterson2014-07-13 23:39:37 -07:00
0149ce70cdClose#56 : AI now only plan paths around things that are not moving at the time of pathfinding, they will walk through locations where AI are currently moving
Andrew Kesterson2014-07-13 23:19:17 -07:00
cfd6bbafc0Close#59 : Stop relying on .shiftKey() and use a dedicated control key for the shift key
Andrew Kesterson2014-07-13 23:03:51 -07:00
418d61e569Close#52 : AI was detecting correctly, some sprites were just drawn facing the wrong way at initialization time
Andrew Kesterson2014-07-13 22:52:58 -07:00
d68fda19a8Close#40 : Integrated gothic bitmap font and added helpers for it
Andrew Kesterson2014-07-13 21:37:51 -07:00
7f14cd5720
Game over screen can start a new game (but it has bugs....)
Andrew Kesterson2014-07-12 23:57:46 -07:00
1ded2f42e5Close#11 : Guards catching you will trigger the end game screen
Andrew Kesterson2014-07-12 23:33:24 -07:00
6d5c49a370Close#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)
Andrew Kesterson2014-07-12 22:02:30 -07:00
152414550c
Cache tile properties at map load time instead of parsing them every time we shoot a vision ray
Andrew Kesterson2014-07-12 10:49:00 -07:00
e530233cdeClose#51 : Set 'blocksvision = false' on a tile's properties to make it see through on a collision layer
Andrew Kesterson2014-07-12 10:31:07 -07:00
a62f30ba5c
Modify the alpha of the light meter as well as the scale
Andrew Kesterson2014-07-12 08:38:31 -07:00
f4dbcf46f6Close#39 : Integrated better lightmeter, changed lightmeter color glow to red to make it more obvious to the player
Andrew Kesterson2014-07-12 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
Andrew Kesterson2014-07-12 00:01:25 -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.
Andrew Kesterson2014-07-11 19:53:38 -07:00
ce098c1e37
Midway on #10: Basic conversation engine works, but AI does not stop playing its movement animation
Andrew Kesterson2014-07-09 22:14:20 -07:00
74e3755b53
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).
Andrew Kesterson2014-07-07 21:43:25 -07:00
b294db5943Close#46 : AI no longer gets 'stuck' on paths with visible state change
Andrew Kesterson2014-07-07 21:34:56 -07:00
870c00d537
Fixed a path following problem in AISprite.action_wander
Andrew Kesterson2014-07-06 21:30:18 -07:00
5aaa025537Close#44 : AI now stays where it's supposed to on initialization
Andrew Kesterson2014-07-06 20:52:47 -07:00
1d689724d8
AI should become Concerned, not Relieved, when they report you to a guard
Andrew Kesterson2014-07-06 17:20:01 -07:00
816b859197Close#1 : AI now follows polyline routes on the Routes layer of the map
Andrew Kesterson2014-07-06 17:18:08 -07:00
3e27b50a80Fix#34 : undefined reference was due to abuse of game.rnd.integerInRange out of bounds
Andrew Kesterson2014-07-06 15:48:27 -07:00
63ed93a653
Fixed more bugs with stealing when facing down or right
Andrew Kesterson2014-07-06 15:05:05 -07:00
164f486bc2Close#26 : A player can now hide behind any non-walkable tile, or any other AISprite, and block the vision of an AISprite
Andrew Kesterson2014-07-06 14:36:46 -07:00
9b4ec3ff92Close#4 : Guard will start hunting for you when they lose you instead of just spinning in place
Andrew Kesterson2014-07-06 14:11:15 -07:00
7eaa027162Close#35 : This was resolved by switching from arcade.physics.collide() to arcade.physics.overlap() which provides more reliable results
Andrew Kesterson2014-07-05 12:20:33 -07:00
7dc8b876d8
Add newline breaks to dialog, fix dialog syntax errors
Andrew Kesterson2014-07-03 06:54:19 -07:00
3b26be31f3Close#33 : Destroy all unused sprites when we're done with them
Andrew Kesterson2014-07-01 22:49:23 -07:00
7932cfea34Close#34 : STEAL_DISTANCE calculation was wacked. This may still cause problems in the future (see note on the issue).
Andrew Kesterson2014-06-29 23:00:11 -07:00
25edfafac1Close#32 : Recently stolen treasure appears along the bottom of the UI layer
Andrew Kesterson2014-06-29 19:36:10 -07:00
d23d9969f7Close#7 and Close#6 : Player can now steal from AI and it increases their score
Andrew Kesterson2014-06-29 12:13:02 -07:00
a7eb935f54
Move treasure glint sprites above the shadow layer to make them easier to see
Andrew Kesterson2014-06-29 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.
Andrew Kesterson2014-06-28 17:38:50 -07:00
301073110b
Snap sprites into the nearest edge of the grid when finding the nearest walkable tile
Andrew Kesterson2014-06-28 09:08:22 -07:00
e166d580fc
Made state changes in the AI affect the player score
Andrew Kesterson2014-06-28 08:48:26 -07:00
6a5fa90484
Added a visible score counter to the bottom of the screen
Andrew Kesterson2014-06-28 08:30:33 -07:00
0673747e5e
Move UI controls to the right side of the window for smaller screens
Andrew Kesterson2014-06-27 23:24:46 -07:00
63269c5bd0
nearestWalkableTile would sometimes return Number() members and not Int
Andrew Kesterson2014-06-27 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.
Andrew Kesterson2014-06-27 18:04:34 -07:00
6873a1ba53
Removed phaser build, I only needed the minified js
Andrew Kesterson2014-06-27 08:18:10 -07:00
0bf03be51d
Reorganize index page, turn off drawing view and path rectangles
Andrew Kesterson2014-06-26 23:47:07 -07:00
4f8a09581d
Added audio and brightness controls, also added some crappy UI graphics to the index page
Andrew Kesterson2014-06-26 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.
Andrew Kesterson2014-06-26 07:54:27 -07:00
2bb7344305
Reporting townspeople should send the guard to the player's last known locatio n - more than once
Andrew Kesterson2014-06-22 16:52:12 -07:00
d6dc3bffe4
Reporting townspeople should send the guard to the player's last known locatio n - more than once
Andrew Kesterson2014-06-22 16:45:27 -07:00
b11491400f
Reporting townspeople should send the guard to the player's last known locatio n - more than once
Andrew Kesterson2014-06-22 16:44:24 -07:00
f7aac0b3ea
Reporting townspeople should send the guard to the player's last known locatio n - more than once
Andrew Kesterson2014-06-22 16:41:42 -07:00
4d88653a06
Reporting townspeople should send the guard to the player's last known locatio n - more than once
Andrew Kesterson2014-06-22 16:38:18 -07:00
a6fcc6f0c2
Reporting townspeople should send the guard to the player's last known locatio n - more than once
Andrew Kesterson2014-06-22 16:37:32 -07:00
16374a312b
Reporting townspeople should send the guard to the player's last known location
Andrew Kesterson2014-06-22 14:05:55 -07:00
cd12fb4320
Reporting townspeople should send the guard to the player's last known location
Andrew Kesterson2014-06-22 14:04:47 -07:00
97b0b89dce
Reporting townspeople should send the guard to the player's last known location
Andrew Kesterson2014-06-22 14:03:43 -07:00
cc03e96970
People keep chasing the guards even after touching the light - busted logic re: seeing the target
Andrew Kesterson2014-06-22 12:21:52 -07:00
e9bcefcff6
People keep chasing the guards even after touching the light - fix bad checks for undefined
Andrew Kesterson2014-06-22 11:57:58 -07:00
1298489935
People keep chasing the guards even after touching the light
Andrew Kesterson2014-06-22 11:53:01 -07:00
e1130e0c84
People keep chasing the guards even after touching the light
Andrew Kesterson2014-06-22 11:51:21 -07:00