Commit Graph

95 Commits

Author SHA1 Message Date
ab3e4a177b Allow swiping for inputting high score name 2020-01-22 20:50:30 +04:00
fc912863ad Register high score if it fits anywhere in the top 10.
When adding it, render in appropriate position.
2020-01-22 20:18:14 +04:00
5645b4bcf5 Add visible return/save buttons to high scores pages 2020-01-22 19:42:49 +04:00
1989b4557b Move GHOST_SPAWN_DIRS and GHOST_SPAWN_POINTS 2020-01-22 19:12:06 +04:00
784bcac437 Move pellet eaten counters to level 2020-01-22 03:03:05 +04:00
f655fe2448 Refactors 2020-01-22 02:40:36 +04:00
b19daafc2b Refactor some constants to Constants class
Use TILE_SIZE everywhere a magic 8 appears (in the context of a tile size)
2020-01-22 02:35:05 +04:00
fb6f77b72c Alter positioning on high score screens
Fix removal of preNewGame() after GameOver
2020-01-16 17:01:07 +04:00
0a058e3d19 Adding of new high scores + displaying of actual high score 2020-01-16 16:40:09 +04:00
a9e99a363c Plumb in high scores 2020-01-16 16:23:30 +04:00
0d69521986 Make score grow to the left instead of right
Draw high score heading
2020-01-16 13:04:05 +04:00
5c227e53d1 Render fonts ourselves with a font spritesheet.
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
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
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
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
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
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
Declare methods before calling for easier following
2020-01-05 10:31:24 +04:00
389533d394 Significant amount of refactoring:
- 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
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?)
- 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
Speed up ghost cape animation
2019-12-28 14:04:20 +04:00
906ef93a11 Initialize all state vars in intializeField before new game
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
Slow frightened ghosts down
2019-12-28 01:19:36 +04:00
d33435bf42 Minor change
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
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