More wandering sprite work
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@@ -176,6 +176,32 @@ SPRITE_TOWNSFOLK_GUARD1 = 9;
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SPRITE_TOWNSFOLK_GUARD2 = 10;
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var WanderingSprite = function(game, x, y, spritetype) {
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this.update = function()
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{
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if ( game.rnd.integerInRange(0, 1) == 1 )
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return;
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running = [true, false][game.rnd.integerInRange(0, 1)];
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switch ( game.rnd.integerInRange(0, 4) ) {
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case 0: {
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this.setSpriteMovement(this, running, 'up');
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break;
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}
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case 1: {
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this.setSpriteMovement(this, running, 'down');
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break;
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}
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case 2: {
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this.setSpriteMovement(this, running, 'left');
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break;
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}
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case 3: {
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this.setSpriteMovement(this, running, 'right');
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}
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}
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}
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var spritenames_by_type = [
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'townsfolk-male-1',
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'townsfolk-male-2',
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@@ -193,32 +219,6 @@ var WanderingSprite = function(game, x, y, spritetype) {
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this.body.checkWorldBounds = true;
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}
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WanderingSprite.prototype.update = function()
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{
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if ( game.rnd.integerInRange(0, 1) == 1 )
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return;
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running = [true, false][game.rnd.integerInRange(0, 1)];
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switch ( game.rnd.integerInRange(0, 4) ) {
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case 0: {
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this.setSpriteMovement(this, running, 'up');
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break;
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}
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case 1: {
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this.setSpriteMovement(this, running, 'down');
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break;
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}
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case 2: {
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this.setSpriteMovement(this, running, 'left');
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break;
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}
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case 3: {
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this.setSpriteMovement(this, running, 'right');
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}
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}
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}
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WanderingSprite.prototype = Object.create(Phaser.Sprite.prototype);
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WanderingSprite.prototype.constructor = WanderingSprite;
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