Making AI able to 'see' the player

This commit is contained in:
2014-06-14 15:36:11 -07:00
parent b31b7b310c
commit 29dc1e6af8

View File

@@ -602,86 +602,30 @@ var AISprite = function(game, x, y, key, frame) {
console.log(spr + " is too far away");
return false;
}
// View cone intersection test
var p1 = new Phaser.Point(this.x + (this.body.width / 2),
this.y);
var viewline = new Phaser.Line(this.x + (this.body.width / 2),
this.y,
this.x + (this.body.width / 2),
this.y - this.view_distance );
var p2 = new Phaser.Point(viewline.end.x, viewline.end.y);
p2.rotate(p1.x, p1.y, -45, true);
var p3 = new Phaser.Point(viewline.end.x, viewline.end.y);
var p4 = new Phaser.Point(viewline.end.x, viewline.end.y);
p4.rotate(p1.x, p1.y, 45, true);
if (debug == true )
console.log([p1, p2, p3, p4]);
/*
* ... In case this isn't obvious, this is the sprite's view cone:
*
* p3
* p2 p4
* \ /
* \ /
* \/
* p1
*/
var viewrect = null;
if ( hasState(this, STATE_FACE_LEFT) ) {
rotatePoints([p1, p2, p3, p4],
this.x + (this.body.width / 2),
this.y + (this.body.height / 2),
-90);
viewrect = Phaser.Rectangle(this.x, this.y - 32,
this.x - this.view_distance,
this.y + 64);
} else if ( hasState(this, STATE_FACE_RIGHT) ) {
rotatePoints([p1, p2, p3, p4],
this.x + (this.body.width / 2),
this.y + (this.body.height / 2),
90);
viewrect = Phaser.Rectangle(this.x + 32, this.y - 32,
this.x + 32 + this.view_distance,
this.y + 64);
} else if ( hasState(this, STATE_FACE_DOWN) ) {
rotatePoints([p1, p2, p3, p4],
this.x + (this.body.width / 2),
this.y + (this.body.height / 2),
180);
viewrect = Phaser.Rectangle(this.x - 32, this.y + 32,
this.x + 64,
this.y + 32 + this.view_distance);
} else if ( hasState(this, STATE_FACE_UP) ) {
viewrect = Phaser.Rectangle(this.x - 32, this.y,
this.x + 64,
this.y - this.view_distance);
} else {
return false;
}
var viewcone = new Phaser.Polygon(p1, p2, p3, p1);
// FIXME : There has got to be a better way to do this
var rectLines = [
new Phaser.Line(spr.x, spr.y,
spr.x + spr.body.width, spr.y),
new Phaser.Line(spr.x + spr.body.width, spr.y,
spr.x + spr.body.width, spr.y + spr.body.height),
new Phaser.Line(spr.x + spr.body.width, spr.y + spr.body.height,
spr.x, spr.y + spr.body.height),
new Phaser.Line(spr.x, spr.y + spr.body.height,
spr.x, spr.y)
];
var withinView = false;
rectLines.forEach(function(sl) {
[[p1, p2], [p2, p3], [p3, p4], [p4, p1]].forEach(function(vl) {
console.log("sl vs tl");
tl = new Phaser.Line(vl[0].x, vl[0].y,
vl[1].x, vl[1].y);
if ( debug == true ) {
console.log(sl);
console.log(tl);
}
if ( tl.intersects(sl) )
return true;
}, this);
if ( debug == true ) {
console.log("contains ? " + sl.start.x + " " + sl.start.y);
console.log(viewcone);
}
if ( viewcone.contains(sl.start.x, sl.start.y) )
return true;
}, this);
return false;
return viewrect.intersectsRaw(spr.x, spr.y, spr.x + 32, spr.y + 32);
}
this.enableWordBubble = function() {