Stop chasing me if you can't see me at the end of your path

This commit is contained in:
2014-06-18 09:02:38 -07:00
parent b16557a18e
commit 2f6c4acd57

View File

@@ -985,6 +985,18 @@ var AISprite = function(game, x, y, key, frame) {
}, this);
}
this.turnFaceRight = function() {
if ( hasState(this, STATE_FACE_DOWN) ) {
setMovingState(this, STATE_FACE_LEFT);
} else if ( hasState(this, STATE_FACE_LEFT) ) {
setMovingState(this, STATE_FACE_UP);
} else if ( hasState(this, STATE_FACE_UP) ) {
setMovingState(this, STATE_FACE_RIGHT);
} else if ( hasState(this, STATE_FACE_RIGHT) ) {
setMovingState(this, STATE_FACE_DOWN);
}
}
this.action_chaseplayer = function()
{
var movingstate = STATE_NONE;
@@ -1000,15 +1012,11 @@ var AISprite = function(game, x, y, key, frame) {
this.path_tween_start();
} else {
console.log("I can't see the player - turning so I can");
if ( hasState(this, STATE_FACE_DOWN) ) {
setMovingState(this, STATE_FACE_LEFT);
} else if ( hasState(this, STATE_FACE_LEFT) ) {
setMovingState(this, STATE_FACE_UP);
} else if ( hasState(this, STATE_FACE_UP) ) {
setMovingState(this, STATE_FACE_RIGHT);
} else if ( hasState(this, STATE_FACE_RIGHT) ) {
setMovingState(this, STATE_FACE_DOWN);
}
if ( this.rotation_timer !== null )
this.rotation_timer.stop();
this.rotation_timer = game.time.create(false);
timerev = this.rotation_timer.add(1000, this.turnFaceRight, this);
this.rotation_timer.start()
}
} else {
if ( this.path_set(player, this.blocked(true)) == true ) {
@@ -1163,6 +1171,7 @@ var AISprite = function(game, x, y, key, frame) {
this.carries_light = 'false';
this.view_distance = 32 * 5;
this.timer = null;
this.rotation_timer = null;
this.origin = new Phaser.Point(x, y);
this.bubble_immediate = false;
this.bubble_text = null;