Fri, 06 Sep 2013 13:42:42 +0200 |
Stefano Rivera |
Remember start position on a level (a bit hacky)
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Fri, 06 Sep 2013 13:38:07 +0200 |
Stefano Rivera |
Allow tuples in dicts
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Fri, 06 Sep 2013 12:58:46 +0200 |
Neil Muller |
Robustness fix
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Fri, 06 Sep 2013 12:59:51 +0200 |
Stefano Rivera |
Resume from the previous level
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Fri, 06 Sep 2013 12:55:48 +0200 |
Jeremy Thurgood |
Enemies can hurt things again. (Oops.)
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Fri, 06 Sep 2013 12:48:03 +0200 |
Jeremy Thurgood |
Less violent werewolf health colour.
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Fri, 06 Sep 2013 12:44:01 +0200 |
Jeremy Thurgood |
Use constants for health.
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Fri, 06 Sep 2013 12:42:18 +0200 |
Jeremy Thurgood |
Better change sequence.
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Fri, 06 Sep 2013 12:25:53 +0200 |
Neil Muller |
Re-enable no-sound option
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Fri, 06 Sep 2013 12:22:02 +0200 |
Jeremy Thurgood |
Better key handling, form change delay.
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Fri, 06 Sep 2013 11:48:48 +0200 |
Jeremy Thurgood |
More interesting claw attack.
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Fri, 06 Sep 2013 11:39:48 +0200 |
Jeremy Thurgood |
Physics-related cleanup.
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Fri, 06 Sep 2013 10:49:19 +0200 |
Jeremy Thurgood |
Better wolf claw attack.
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Fri, 06 Sep 2013 03:10:04 +0200 |
Adrianna Pińska |
laser gun
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Fri, 06 Sep 2013 02:41:55 +0200 |
Simon Cross |
Fix claw attack rendering a bit.
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Fri, 06 Sep 2013 02:39:56 +0200 |
Neil Muller |
Move quit button away from other stuff
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Fri, 06 Sep 2013 02:36:59 +0200 |
Adrianna Pińska |
magenta laser blast
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Fri, 06 Sep 2013 02:29:44 +0200 |
Neil Muller |
Only add objects with actual puzzlers to the glue
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Fri, 06 Sep 2013 02:21:01 +0200 |
Simon Cross |
Fix out by one error.
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Fri, 06 Sep 2013 02:18:44 +0200 |
Simon Cross |
Remove name from new_game door for now (since it breaks the assumption that all named objects have puzzlers.
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Fri, 06 Sep 2013 02:11:58 +0200 |
Simon Cross |
Load first level on play start.
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Fri, 06 Sep 2013 02:09:46 +0200 |
Simon Cross |
Remove key_state from new game door.
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Fri, 06 Sep 2013 02:04:27 +0200 |
Simon Cross |
A spaceship level (aka were you start).
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Fri, 06 Sep 2013 02:03:53 +0200 |
Simon Cross |
Load all levels.
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Fri, 06 Sep 2013 02:03:16 +0200 |
Simon Cross |
Add means for listing levels and areas.
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Fri, 06 Sep 2013 02:08:03 +0200 |
Adrianna Pińska |
have a heart
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Fri, 06 Sep 2013 02:01:30 +0200 |
Stefano Rivera |
Open bulkheads are no longer opaque to furniture
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Fri, 06 Sep 2013 01:48:59 +0200 |
Stefano Rivera |
BOX is no longer accurate
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Fri, 06 Sep 2013 01:44:23 +0200 |
Stefano Rivera |
Actually use the base tile specified in the level
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Fri, 06 Sep 2013 01:41:02 +0200 |
Adrianna Pińska |
why are floors so hard?
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Fri, 06 Sep 2013 01:07:33 +0200 |
Simon Cross |
Fix typo.
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Fri, 06 Sep 2013 00:49:20 +0200 |
Adrianna Pińska |
sheep
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Fri, 06 Sep 2013 00:45:52 +0200 |
David Sharpe |
PEP8
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Fri, 06 Sep 2013 00:37:26 +0200 |
David Sharpe |
Basic claw attack, stealing liberally from other people's code! ;)
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Fri, 06 Sep 2013 00:38:05 +0200 |
David Sharpe |
Now with the attack image
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Fri, 06 Sep 2013 00:41:49 +0200 |
Stefano Rivera |
Now *both* types of enemies die
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Fri, 06 Sep 2013 00:41:14 +0200 |
Jeremy Thurgood |
Werewolf form heals every second.
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Fri, 06 Sep 2013 00:36:14 +0200 |
Stefano Rivera |
Enemies leave corpses
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Fri, 06 Sep 2013 00:32:38 +0200 |
Neil Muller |
Rename animate to update and pass seconds, for future fun
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Fri, 06 Sep 2013 00:20:54 +0200 |
Simon Cross |
Sonata!
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Fri, 06 Sep 2013 00:17:22 +0200 |
Stefano Rivera |
Enemies now die
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Fri, 06 Sep 2013 00:16:32 +0200 |
Adrianna Pińska |
dead aliens
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Thu, 05 Sep 2013 23:56:44 +0200 |
Neil Muller |
Fix timing issues
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Thu, 05 Sep 2013 23:57:50 +0200 |
Stefano Rivera |
Pass bullet hits through to the target
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Thu, 05 Sep 2013 23:56:25 +0200 |
Jeremy Thurgood |
Walls need WALL_COLLISION_TYPE.
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Thu, 05 Sep 2013 23:55:42 +0200 |
Adrianna Pińska |
layer bugfix
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Thu, 05 Sep 2013 23:50:36 +0200 |
Adrianna Pińska |
better eyestalk action
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Thu, 05 Sep 2013 23:48:33 +0200 |
Simon Cross |
Outline of a story!
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Thu, 05 Sep 2013 23:43:50 +0200 |
Stefano Rivera |
Create a tuple of bullet position, so we don't just hold a reference to a mutable object
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Thu, 05 Sep 2013 23:43:37 +0200 |
Jeremy Thurgood |
Levers look like levers.
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Thu, 05 Sep 2013 23:31:00 +0200 |
Stefano Rivera |
Bullets don't collide with sensors
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Thu, 05 Sep 2013 23:27:45 +0200 |
Adrianna Pińska |
a lever
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Thu, 05 Sep 2013 23:26:13 +0200 |
Stefano Rivera |
Bullets that mostly die when they hit things
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Thu, 05 Sep 2013 23:17:02 +0200 |
Jeremy Thurgood |
--no-music flag.
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Thu, 05 Sep 2013 22:41:27 +0200 |
Stefano Rivera |
Faster bullet
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Thu, 05 Sep 2013 17:13:29 +0200 |
David Fraser |
Avoid long lines
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Thu, 05 Sep 2013 17:09:59 +0200 |
David Fraser |
Merge
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Thu, 05 Sep 2013 16:41:02 +0200 |
David Fraser |
Merge branch
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Thu, 05 Sep 2013 16:40:04 +0200 |
David Fraser |
Added requirements.txt and use it from setup.py
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Thu, 05 Sep 2013 16:43:25 +0200 |
Jeremy Thurgood |
Collect gun (which currently looks like a bullet) to shoot.
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