diff --git a/moonlight/js/moonlight-skulk.js b/moonlight/js/moonlight-skulk.js index ad32624..235ffa2 100644 --- a/moonlight/js/moonlight-skulk.js +++ b/moonlight/js/moonlight-skulk.js @@ -705,6 +705,9 @@ var AISprite = function(game, x, y, key, frame) { var running = false; var newstate = STATE_NONE; + if ( hasState(this, STATE_AWARE) ) { + + if ( this.bubble_text !== null ) { if ( this.clear_bubble == true ) { this.bubble_text.destroy(); @@ -786,6 +789,7 @@ var AISprite = function(game, x, y, key, frame) { Phaser.Sprite.call(this, game, x, y, null); game.physics.arcade.enable(this); + this.player_seen_timer = null; this.can_move = 'true'; this.collide_with_player = 'true'; this.collide_with_map = 'true'; @@ -877,6 +881,7 @@ GameState.prototype.create = function() spr.update_new_values(); }, this) player = this.add.sprite((20 * 32), (25 * 32), 'player'); + player.lightmeter = 0; }; if ( lp['collides'] == true ) { this.map_collision_layers.push(layer); @@ -1097,6 +1102,15 @@ GameState.prototype.check_input = function() GameState.prototype.update = function() { this.check_input(); + + lightcheck = [ + this.shadowBuffer.getRGB(player.x, player.y), + this.shadowBuffer.getRGB(player.x + 32, player.y), + this.shadowBuffer.getRGB(player.x + 32, player.y + 32), + this.shadowBuffer.getRGB(player.x, player.y + 32) + ]; + + console.log(lightcheck); for (var ln in this.map_collision_layers ) { layer = this.map_collision_layers[ln]; @@ -1108,7 +1122,6 @@ GameState.prototype.update = function() } this.staticSounds.forEach(_fix_audio_relative, this); - function _inner_collide(x) { if ( x.collide_with_map == true ) { for ( var ln in this.map_collision_layers ) {