Got rid of stale to do's
Updated Leonard Center, Added Kirk as well as a sidewalk tile, fixed beardguy canvas to one less animation frame
Merge remote-tracking branch 'origin/dev' into dev
Updated Leonard Center, Added Kirk as well as a sidewalk tile, fixed beardguy canvas to one less animation frame
Updated the world around the addition of Kirk. Also replaced most cobble with sidewalk.
Loaded Kirk and Asteroid into Map/AssetLoaders
Tiles now hold animations, rather than TextureRegions.  Code has been adjusted appropriately
Added BeardGuy, aka Jeff, to the AssetLoader
Changed the name of the main character avatar to Tom (formerly Steven)
MapNpcs now have a name field, which is also used to retrieve a CharacterAsset from the AssetLoader
It is completely okay to give an NPC a name that does not exist, they will be given a null Asset which will simply not render
Added more to plot_temp.txt
added origin
merged dev and battle together
Merge branches 'battle' and 'dev_plus' of https://github.com/math1man/SuperMacalester into dev_plus
shit is messy but working
shit is messy but working
Fixed some things issues with the world
Minor changes in MapNpc and World
stuff... its late, and im lazy
Added Jeff!!! He uses one of the submitted dialogue sequences.
Fixed some bugs that arose in DialogueWindow, dealing with null DialogueMembers
Made the edge touch bounding boxes thicker, and made the top and bottom have the corners instead of the sides
Lots of UX tweaks
 - MapCharacter Speed adjusted to 4.5 g/s
 - Edge touch boundaries expanded to 3 g
 - Game height decreased to 360 px: this makes the game feel closer to the character
 Also fixed some odd issues with dialogue going over to a 4th line as a result of the game height change
Added a getRaw() method to Dialogue that returns the raw initial string
DialogueStyle now implements InteractionBuilder, the toInteraction method returns an interaction that sets the screen's DialogueHandler to that style
Added my version of the prologue to the dialogues.txt
The prologue is now displayed in DialogueStyle.FULL_SCREEN at the instantiation of the GameScreen
Update README.md
Tweaked the dialogue, and fixed some sidewalk that should have been cobblestone