5c227e53d1
Render fonts ourselves with a font spritesheet.
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Ensures font looks original to classic pac-man
2020-01-16 12:32:32 +04:00
e4e0d0c1b0
Support dynamic icon
2020-01-15 23:19:19 +04:00
0e906479d1
Add basic touch controls
2020-01-15 22:22:09 +04:00
1585407bcb
Update project for Android builds
2020-01-15 22:22:01 +04:00
82d85a926d
Add filler textures to level sprites
2020-01-14 16:01:33 +04:00
b05cca6b3f
Remove unused ShapeRenderer, add FPS counter in DEBUG mode
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Move ghost reverse after path logic, which may have been the cause of
ghosts getting stuck inside the house...?
Moved where 'paused' is rendered
2020-01-07 15:47:41 +04:00
b8fcfb4de7
Sound pausing/resuming
2020-01-07 14:58:20 +04:00
c0c0a86a4c
Menu music/sounds
2020-01-07 14:56:10 +04:00
982e4ea5ad
More sounds! Closes #4
2020-01-07 14:11:46 +04:00
c7f352ea0c
Add central Sound class
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Stop sounds when last pellet is eaten.
2020-01-06 17:02:55 +04:00
02a4c7d5ed
Refactor
2020-01-05 23:48:39 +04:00
13d1948d48
Let ghosts already returning continue when another ghost is caught
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Only catch one ghost per frame
Fix new game shortcut
2020-01-05 23:28:23 +04:00
2bc78baa74
Simplify rendering logic, no longer calculating offset in many places
2020-01-05 14:47:23 +04:00
b770c2e40d
Don't reverse ghosts immediately, wait until they've reached the next tile
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Also fix index out of bounds in retrieving next scatterChaseTimer value,
and retrieving an offset-by-1 value (due to increasing
scatterChaseTransition after retrieving the next timer value).
Closes #9
2020-01-05 14:08:34 +04:00
fb3e26da35
Fix lives being removed on new round
2020-01-05 12:47:39 +04:00
31a2657c13
Implement round progression mechanics and Elroy speeds
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Closes #3
Closes #6
2020-01-05 12:44:52 +04:00
37944fccd9
Cleaner update routine by extracting logic into new methods
2020-01-05 10:42:45 +04:00
ab94395eac
A little more refactoring
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Declare methods before calling for easier following
2020-01-05 10:31:24 +04:00
389533d394
Significant amount of refactoring:
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- Removed several mode timer variables and implemented a GameMode enum w/
associated timer.
- Removed individual chase/scatter timer, replace with single timer
- Hopefully made level/round initializing methods more coherent
2020-01-05 02:35:54 +04:00
ecaf86a57a
Cache assets
2020-01-02 20:51:50 +04:00
d21a4b8c1d
Add round clear flashing, closes #5
2020-01-02 02:30:39 +04:00
6bfe740416
Allow WASD
2019-12-29 12:25:13 +04:00
bf0d5e041b
Functional menu
2019-12-29 12:24:51 +04:00
30962673d5
Version 0.1.0
2019-12-29 00:33:16 +04:00
0501917756
Set speed based on current state before each update. Fixes #2
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Ghosts now slow down in side tunnels
All speeds now ratios of PlayState.FULL_SPEED
2019-12-29 00:27:13 +04:00
20719621e2
Removed unused imports
2019-12-28 23:37:28 +04:00
9b06b294f4
Removed ghost == null checks that are no longer necessary
2019-12-28 23:35:29 +04:00
3fe14e6e5d
Implement ghost house exiting logic (wtf, pacman designers?)
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- Fixed bug in Clyde's chase behaviour (was using Inky's instead of
his own position)
- Create a subclass of Ghost for each ghost's unique house leaving logic
- Now spawn ghosts only once
2019-12-28 23:26:58 +04:00
dd9bdac33d
Add chase/scatter alternation
2019-12-28 16:51:09 +04:00
0d42aac28d
Fixed ghost in-house behaviour
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Speed up ghost cape animation
2019-12-28 14:04:20 +04:00
906ef93a11
Initialize all state vars in intializeField before new game
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Fixed ghosts remaining frightened at the start of a new round
Fixed ghosts staying slow after being frightened
Reduce wait time after death to 2 seconds
2019-12-28 13:32:23 +04:00
c32451a597
Add debug rendering of an entity's current tile
2019-12-28 12:55:58 +04:00
f6fbad0e6d
Shorter turning code using vector math
2019-12-28 12:50:41 +04:00
8a0298b2db
Shorter movement code making use of vector math
2019-12-28 12:21:28 +04:00
ac347dc6d8
Give + render points for capturing ghost
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Slow frightened ghosts down
2019-12-28 01:19:36 +04:00
d33435bf42
Minor change
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Always return when the gameOverTimer or newGameTmer is > 0
Move variables
2019-12-28 00:53:38 +04:00
a8e4d2526e
Fix (again) and simplify ghost capture logic
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Spawn ghosts inside their house
Start a new game by pressing 'n'
2019-12-28 00:47:18 +04:00
e38c7a2dea
Implement PInky, Inky, and Clyde's chase behaviours
2019-12-27 17:58:12 +04:00
933f696fe8
Add fix for ghosts getting stuck, Fixes #1
2019-12-27 16:57:04 +04:00
8f13d9295c
Remove redundant checks
2019-12-27 16:11:46 +04:00
5eef40f767
Do the flashy thing
2019-12-27 15:45:34 +04:00
cd2b968631
Ghosts can get inside their house now
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Add Path object for defining apath an entity should take at a given speed.
Fix some issues with ghost capturing logic
2019-12-27 14:35:47 +04:00
2a65084363
Rudimentary ghost capturing
2019-12-27 00:51:41 +04:00
0bd4d7f042
Implement BinkyScatterBehaviour
2019-12-26 16:26:37 +04:00
afad1017a5
Implement FrightBehaviour
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This took way too long.
2019-12-26 16:13:29 +04:00
75d0c41bb5
Ghosts can chase!
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Refactor position to be a Vector2 for convenience sake.
2019-12-26 03:38:14 +04:00
d10148ace1
Refactor N/E/S/W to U/D/L/R
2019-12-26 01:54:58 +04:00
0177090ea3
Paccy should start off to the left
2019-12-26 01:52:34 +04:00
1153205ddd
There's a ghost! And death. And a game over sequence.
2019-12-26 01:50:26 +04:00
6073c6c84a
Ready!
2019-12-25 20:27:20 +04:00