Making townsfolk report you to a guard
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@@ -908,11 +908,12 @@ var AISprite = function(game, x, y, key, frame) {
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this.path_index = 0;
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}
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this.path_set = function(target, force) {
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this.path_set = function(target, force, maxsteps) {
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maxsteps = (typeof maxsteps == undefined ? this.path_maximum_steps : maxsteps);
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force = ( typeof force == undefined ? false : force );
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if ( force == false &&
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this.path.length > 0 &&
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this.path_index < this.path_maximum_steps ) {
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this.path_index < this.path.length ) {
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return false;
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}
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this.path_purge();
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@@ -924,7 +925,7 @@ var AISprite = function(game, x, y, key, frame) {
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pathfinder_grid.clone()
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);
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prevpoint = [this.x, this.y];
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for ( var i = 0 ; i < tpath.length ; i++ ) {
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for ( var i = 0 ; i < Math.min(maxsteps, tpath.length) ; i++ ) {
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if ( (prevpoint[0]+prevpoint[1]) == ((tpath[i][0]*32)+(tpath[i][1]*32)) )
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continue;
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this.path.push(new Phaser.Line(prevpoint[0], prevpoint[1],
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@@ -1008,7 +1009,7 @@ var AISprite = function(game, x, y, key, frame) {
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}
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}
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this.chasetarget = function(target, alertedState, movingstate, visual)
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this.chasetarget = function(target, alertedState, movingstate, visual, maxsteps)
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{
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alertedState = (typeof alertedState == undefined ? STATE_ALERTED : alertedState);
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visual = (typeof visual == undefined ? false : visual);
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@@ -1020,7 +1021,7 @@ var AISprite = function(game, x, y, key, frame) {
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this.path_tween_stop();
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if ( (visual == false) || (this.canSeeSprite(target, false) == true )) {
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this.setAwarenessEffect(alertedState);
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this.path_set(target, true);
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this.path_set(target, true, maxsteps);
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this.path_tween_start(movingstate);
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} else {
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if ( this.rotation_timer == null ) {
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@@ -1030,7 +1031,7 @@ var AISprite = function(game, x, y, key, frame) {
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}
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}
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} else {
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if ( this.path_set(target, this.blocked(true)) == true ) {
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if ( this.path_set(target, this.blocked(true), maxsteps) == true ) {
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if ( (visual == false) || (this.canSeeSprite(target, false) == false )) {
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this.path_purge();
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this.path_tween_stop();
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@@ -1058,7 +1059,6 @@ var AISprite = function(game, x, y, key, frame) {
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this.target = nearestInGroup(this, aiSprites, "townsfolk-guard");
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}
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if ( this.target !== null ) {
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var chaseState = STATE_NONE;
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if ( this.target.canSeeSprite(this) == true ||
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game.physics.arcade.collide(this, this.target) == true ) {
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console.log("My target can see me!");
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@@ -1066,16 +1066,14 @@ var AISprite = function(game, x, y, key, frame) {
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this.path_purge();
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var staticLights = game.state.states.game.staticLights;
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this.target = nearestInGroup(this, staticLights);
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chaseState = STATE_CONCERNED;
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console.log("Walking to the nearest light");
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console.log("Running to the nearest light");
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console.log(this.target);
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} else {
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chaseState = STATE_ALERTED;
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}
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this.chasetarget(this.target,
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chaseState,
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STATE_ALERTED,
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STATE_MOVING | STATE_RUNNING,
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false);
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false,
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1000);
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}
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}
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