Matt Low mlow
  • Joined on 2018-11-10
mlow opened issue mlow/pac-dude#8 2019-12-28 13:28:17 -07:00
Add dead zones where ghosts may not turn up
mlow opened issue mlow/pac-dude#7 2019-12-28 13:27:28 -07:00
Add fruit
mlow closed issue mlow/pac-dude#2 2019-12-28 13:27:17 -07:00
Fix ghosts that come out of the house in frightened mode going full speed
mlow pushed to dev at mlow/pac-dude 2019-12-28 13:27:17 -07:00
0501917756 Set speed based on current state before each update. Fixes #2
mlow pushed to dev at mlow/pac-dude 2019-12-28 12:37:35 -07:00
20719621e2 Removed unused imports
9b06b294f4 Removed ghost == null checks that are no longer necessary
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mlow opened issue mlow/pac-dude#6 2019-12-28 12:34:36 -07:00
Add varying scatter-chase alternation timings of different levels
mlow opened issue mlow/pac-dude#5 2019-12-28 12:33:57 -07:00
Add end-of-round level flash (new level texture, or is recolouring possible?)
mlow opened issue mlow/pac-dude#4 2019-12-28 12:33:24 -07:00
Implement remaining sounds
mlow opened issue mlow/pac-dude#3 2019-12-28 12:33:12 -07:00
Implement the different speeds of different levels
mlow opened issue mlow/pac-dude#2 2019-12-28 12:32:35 -07:00
Fix ghosts that come out of the house in frightened mode going full speed
mlow pushed to dev at mlow/pac-dude 2019-12-28 12:27:15 -07:00
3fe14e6e5d Implement ghost house exiting logic (wtf, pacman designers?)
dd9bdac33d Add chase/scatter alternation
0d42aac28d Fixed ghost in-house behaviour
906ef93a11 Initialize all state vars in intializeField before new game
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mlow pushed to dev at mlow/pac-dude 2019-12-28 01:56:09 -07:00
c32451a597 Add debug rendering of an entity's current tile
f6fbad0e6d Shorter turning code using vector math
8a0298b2db Shorter movement code making use of vector math
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mlow pushed to dev at mlow/pac-dude 2019-12-27 14:19:47 -07:00
ac347dc6d8 Give + render points for capturing ghost
d33435bf42 Minor change
a8e4d2526e Fix (again) and simplify ghost capture logic
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mlow pushed to dev at mlow/pac-dude 2019-12-27 06:58:17 -07:00
e38c7a2dea Implement PInky, Inky, and Clyde's chase behaviours
mlow pushed to dev at mlow/pac-dude 2019-12-27 05:57:09 -07:00
933f696fe8 Add fix for ghosts getting stuck, Fixes #1
c0bd64acc5 Add fix for ghosts getting stuck. Fixes #1
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mlow pushed to dev at mlow/pac-dude 2019-12-27 05:56:31 -07:00
c0bd64acc5 Add fix for ghosts getting stuck. Fixes #1
cdf318a509 Add fix for ghosts getting stuck. Fixes #1
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mlow closed issue mlow/pac-dude#1 2019-12-27 05:55:52 -07:00
Ghosts can get stuck if there is an impassable adjacent tile in their current direction
mlow pushed to dev at mlow/pac-dude 2019-12-27 05:55:52 -07:00
cdf318a509 Add fix for ghosts getting stuck. Fixes #1
mlow opened issue mlow/pac-dude#1 2019-12-27 05:21:09 -07:00
Ghosts can get stuck if there is an impassable adjacent tile in their current direction
mlow pushed to dev at mlow/pac-dude 2019-12-27 05:13:12 -07:00
8f13d9295c Remove redundant checks
5eef40f767 Do the flashy thing
cd2b968631 Ghosts can get inside their house now
2a65084363 Rudimentary ghost capturing
0bd4d7f042 Implement BinkyScatterBehaviour
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