Making AI able to 'see' the player
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@@ -603,23 +603,22 @@ var AISprite = function(game, x, y, key, frame) {
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return false;
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return false;
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}
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}
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var viewrect = null;
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if ( hasState(this, STATE_FACE_LEFT) ) {
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if ( hasState(this, STATE_FACE_LEFT) ) {
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viewrect = new Phaser.Rectangle(this.x, this.y - 32,
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var viewrect = new Phaser.Rectangle(this.x, this.y - 32,
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this.x - this.view_distance,
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this.x - this.view_distance,
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this.y + 64);
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this.y + 64);
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} else if ( hasState(this, STATE_FACE_RIGHT) ) {
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} else if ( hasState(this, STATE_FACE_RIGHT) ) {
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viewrect = new Phaser.Rectangle(this.x + 32, this.y - 32,
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var viewrect = new Phaser.Rectangle(this.x + 32, this.y - 32,
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this.x + 32 + this.view_distance,
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this.x + 32 + this.view_distance,
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this.y + 64);
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this.y + 64);
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} else if ( hasState(this, STATE_FACE_DOWN) ) {
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} else if ( hasState(this, STATE_FACE_DOWN) ) {
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viewrect = new Phaser.Rectangle(this.x - 32, this.y + 32,
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var viewrect = new Phaser.Rectangle(this.x - 32, this.y + 32,
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this.x + 64,
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this.x + 64,
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this.y + 32 + this.view_distance);
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this.y + 32 + this.view_distance);
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} else if ( hasState(this, STATE_FACE_UP) ) {
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} else if ( hasState(this, STATE_FACE_UP) ) {
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viewrect = new Phaser.Rectangle(this.x - 32, this.y,
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var viewrect = new Phaser.Rectangle(this.x - 32, this.y,
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this.x + 64,
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this.x + 64,
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this.y - this.view_distance);
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this.y - this.view_distance);
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} else {
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} else {
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return false;
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return false;
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}
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}
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