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fixed protection not changing ownership of reflected missiles, charac…
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…ters get bored of chasing targets that aren't in line of sight
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st33d committed Oct 10, 2012
1 parent 6739f9d commit 2c81910
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Showing 7 changed files with 32 additions and 22 deletions.
27 changes: 14 additions & 13 deletions TODO.txt
@@ -1,22 +1,23 @@
Change log: quest for yendor now completes when yendor is picked up and an ascend quest is issued, instantiation of the yendor quest is not a duty of the UserData gameState, epilogue 1st draft finished, fixed bug caused by avoiding chests on stairs (resulting in not placing a chest and making the level uncompletable), restricted fall-camera-pan-down to when in WALKING state
Change log: fixed protection not changing ownership of reflected missiles, characters get bored of chasing targets that aren't in line of sight

Bug hunt
chaos wall colliders can child a character and pull it into a wall - how?
null Monster collider.world spotted - why?
minion dither spotted - could not reach target above
perhaps implement line of sight checking to verify target is still accessible
balrog frozen after smite attack, stuck to wall - no further info (perhaps secret wall? or chaos wall?)
chaos walls frozen without graphics rendered and no walls beneath them (activated, not on chaos wall render list?)
minion weapon invisible after level change (arbalest and skull equipped)

protection reflected missiles faulty - test with gun leech
resetting screwing with transition

effect status anims (called at end of render):
tracking FX?
thorns spikes
protection


Sounds
dry swallow (eat rune)
munch (eat heart)
stomp stun head contact
short search
holy/prayer sound
short search sound (half duration of standard search sound)
polymorph
dungeon death
dungeon death (preferably a group of samples that can be randomised)
balrog death?
polish
cheap osx tool for editing dead air out of samples
cheap osx tool for editing dead air out of samples (some samples need snipping like the teleport sounds and I can manage this myself)
polish - to be applied once all the samples are in (feedback on volumes of all sounds, general nitpicking)
Binary file modified bin/game.swf
Binary file not shown.
8 changes: 4 additions & 4 deletions obj/gameConfig.old
Expand Up @@ -14,18 +14,18 @@
</define>
<define append="true">
<name>CONFIG::timeStamp</name>
<value>'09/10/2012'</value>
<value>'10/10/2012'</value>
</define>
<source-path append="true">
<path-element>C:\Users\st33d\Documents\rogue\450\src</path-element>
<path-element>C:\Users\st33d\Documents\rogue\451\src</path-element>
<path-element>C:\Program Files (x86)\FlashDevelop\Library\AS3\classes</path-element>
</source-path>
<include-libraries>
<library>C:\Users\st33d\Documents\rogue\450\src\assets\assets.swc</library>
<library>C:\Users\st33d\Documents\rogue\451\src\assets\assets.swc</library>
</include-libraries>
</compiler>
<file-specs>
<path-element>C:\Users\st33d\Documents\rogue\450\src\Preloader.as</path-element>
<path-element>C:\Users\st33d\Documents\rogue\451\src\Preloader.as</path-element>
</file-specs>
<default-background-color>#FFFFFF</default-background-color>
<default-frame-rate>30</default-frame-rate>
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8 changes: 4 additions & 4 deletions obj/gameConfig.xml
Expand Up @@ -14,18 +14,18 @@
</define>
<define append="true">
<name>CONFIG::timeStamp</name>
<value>'09/10/2012'</value>
<value>'10/10/2012'</value>
</define>
<source-path append="true">
<path-element>C:\Users\st33d\Documents\rogue\450\src</path-element>
<path-element>C:\Users\st33d\Documents\rogue\451\src</path-element>
<path-element>C:\Program Files (x86)\FlashDevelop\Library\AS3\classes</path-element>
</source-path>
<include-libraries>
<library>C:\Users\st33d\Documents\rogue\450\src\assets\assets.swc</library>
<library>C:\Users\st33d\Documents\rogue\451\src\assets\assets.swc</library>
</include-libraries>
</compiler>
<file-specs>
<path-element>C:\Users\st33d\Documents\rogue\450\src\Preloader.as</path-element>
<path-element>C:\Users\st33d\Documents\rogue\451\src\Preloader.as</path-element>
</file-specs>
<default-background-color>#FFFFFF</default-background-color>
<default-frame-rate>30</default-frame-rate>
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2 changes: 1 addition & 1 deletion src/Game.as
Expand Up @@ -74,7 +74,7 @@

public class Game extends Sprite {

public static const BUILD_NUM:int = 450;
public static const BUILD_NUM:int = 451;

public static const TEST_BED_INIT:Boolean = false;
public static const ONLINE:Boolean = true;
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8 changes: 8 additions & 0 deletions src/com/robotacid/ai/Brain.as
Expand Up @@ -57,6 +57,7 @@
public var prevCenter:Number;
public var confusedCount:int;
public var wallWalker:Boolean;
public var giveUpCount:int;

public static var playerCharacters:Vector.<Character>;
public static var monsterCharacters:Vector.<Character>;
Expand Down Expand Up @@ -340,6 +341,12 @@
// commute allies to the target
if(charContact && target.active && !char.enemy(charContact) && charContact.brain) charContact.brain.copyState(this);
}
// get bored of chasing targets we can't see
if(target && !Cast.los(charPos, target.collider, new Point((char.looking & RIGHT) ? 1 : -1, 0), 0.5, game.world, ignore)){
if((giveUpCount--) <= 0) clear();
} else {
giveUpCount = delay * 2;
}
}

} else if(state == FLEE){
Expand Down Expand Up @@ -392,6 +399,7 @@
state = ATTACK;
altNode = null;
count = 0;
giveUpCount = delay * 2;
this.target = target;
}

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1 change: 1 addition & 0 deletions src/com/robotacid/engine/Missile.as
Expand Up @@ -445,6 +445,7 @@
collider.properties |= target.brain.firingTeam;
collider.ignoreProperties &= ~sender.missileIgnore;
collider.ignoreProperties |= target.missileIgnore;
sender = target;
}
}

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