Making townsfolk report you to a guard
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@@ -1069,7 +1069,9 @@ var AISprite = function(game, x, y, key, frame) {
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nearest = spr;
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}
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}
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this.target = spr;
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console.log("Running to nearest for help");
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console.log(nearest);
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this.target = nearest;
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}
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if ( this.target !== null )
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this.chasetarget(this.target);
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@@ -1272,7 +1274,6 @@ GameState.prototype.create = function()
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};
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if ( lp['collides'] == true ) {
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this.map_collision_layers.push(layer);
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console.log(layer);
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for (var i = 0; i < layer.layer.data.length; i++)
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{
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if ( i >= pfgrid.length )
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@@ -1291,15 +1292,11 @@ GameState.prototype.create = function()
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}
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}
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console.log(pfgrid)
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pathfinder_grid = new PF.Grid(this.map.width,
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this.map.height,
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pfgrid);
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pathfinder = new PF.AStarFinder({allowDiagonal: false});
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console.log(pathfinder_grid);
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console.log(pathfinder);
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this.physics.arcade.enable(player);
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player.body.center = new Phaser.Point(player.body.width / 2, player.body.height + player.body.halfHeight);
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player.body.collideWorldBounds = true;
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@@ -1507,12 +1504,10 @@ function setSpriteMovement(spr, velocity)
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if ( hasState(spr, STATE_RUNNING) ) {
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if ( velocity !== false )
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velocity = velocity[1];
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console.log("Playing bipedrun" + dir);
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spr.animations.play("bipedrun" + dir);
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} else if ( hasState(spr, STATE_MOVING) ) {
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if ( velocity !== false )
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velocity = velocity[0];
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console.log("Playing bipedwalk" + dir);
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spr.animations.play("bipedwalk" + dir);
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} else {
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if ( velocity !== false ) {
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