More wandering sprite work
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@@ -176,24 +176,7 @@ SPRITE_TOWNSFOLK_GUARD1 = 9;
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SPRITE_TOWNSFOLK_GUARD2 = 10;
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SPRITE_TOWNSFOLK_GUARD2 = 10;
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var WanderingSprite = function(game, x, y, spritetype) {
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var WanderingSprite = function(game, x, y, spritetype) {
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var spritenames_by_type = [
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this.update = function()
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'townsfolk-male-1',
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'townsfolk-male-2',
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'townsfolk-male-3',
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'townsfolk-male-4',
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'townsfolk-female-1',
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'townsfolk-female-2',
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'townsfolk-female-3',
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'townsfolk-female-4',
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'townsfolk-guard-1',
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'townsfolk-guard-2'
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];
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Phaser.Sprite.call(this, game, x, y, spritenames_by_type[spritetype]);
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game.physics.arcade.enable(this);
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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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{
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if ( game.rnd.integerInRange(0, 1) == 1 )
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if ( game.rnd.integerInRange(0, 1) == 1 )
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return;
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return;
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@@ -219,6 +202,23 @@ WanderingSprite.prototype.update = function()
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}
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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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'townsfolk-male-3',
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'townsfolk-male-4',
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'townsfolk-female-1',
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'townsfolk-female-2',
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'townsfolk-female-3',
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'townsfolk-female-4',
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'townsfolk-guard-1',
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'townsfolk-guard-2'
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];
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Phaser.Sprite.call(this, game, x, y, spritenames_by_type[spritetype]);
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game.physics.arcade.enable(this);
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this.body.checkWorldBounds = true;
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}
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WanderingSprite.prototype = Object.create(Phaser.Sprite.prototype);
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WanderingSprite.prototype = Object.create(Phaser.Sprite.prototype);
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WanderingSprite.prototype.constructor = WanderingSprite;
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WanderingSprite.prototype.constructor = WanderingSprite;
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