Add wandering sprites back to map via map objects
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@@ -738,18 +738,10 @@ var AISprite = function(game, x, y, key, frame) {
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}
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}
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this.update_new_values = function() {
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this.update_new_values = function() {
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Phaser.Sprite.call(this, game, x, y, this.sprite_name);
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this.loadTexture(this.sprite_name);
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this.bubble = null;
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this.bubble = null;
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this.clearWordBubble();
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this.clearWordBubble();
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this.state = STATE_UNAWARE;
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this.state = STATE_UNAWARE;
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addAnimation(this, 'bipedwalkleft');
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addAnimation(this, 'bipedwalkright');
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addAnimation(this, 'bipedwalkup');
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addAnimation(this, 'bipedwalkdown');
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addAnimation(this, 'bipedrunleft');
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addAnimation(this, 'bipedrunright');
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addAnimation(this, 'bipedrunup');
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addAnimation(this, 'bipedrundown');
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}
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}
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var spritenames_by_type = [
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var spritenames_by_type = [
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@@ -764,12 +756,20 @@ var AISprite = function(game, x, y, key, frame) {
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'townsfolk-guard-1',
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'townsfolk-guard-1',
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'townsfolk-guard-2'
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'townsfolk-guard-2'
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];
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];
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Phaser.Sprite.call(this, game, x, y, null);
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Phaser.Sprite.call(this, game, x, y, "townsfolk-male-1");
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game.physics.arcade.enable(this);
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game.physics.arcade.enable(this);
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this.body.collideWorldBounds = true;
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this.body.collideWorldBounds = true;
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this.sprite_name = "townsfolk-male-1";
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this.sprite_name = "townsfolk-male-1";
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this.sprite_group = "townsfolk-male";
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this.sprite_group = "townsfolk-male";
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addAnimation(this, 'bipedwalkleft');
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addAnimation(this, 'bipedwalkright');
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addAnimation(this, 'bipedwalkup');
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addAnimation(this, 'bipedwalkdown');
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addAnimation(this, 'bipedrunleft');
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addAnimation(this, 'bipedrunright');
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addAnimation(this, 'bipedrunup');
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addAnimation(this, 'bipedrundown');
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this.update_new_values();
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this.update_new_values();
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}
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}
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