Fix #34 : undefined reference was due to abuse of game.rnd.integerInRange out of bounds
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@@ -332,6 +332,8 @@ GameState.prototype.update = function()
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if ( hasState(player, STATE_STEALING) == true &&
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x.sprite_has_treasure == true ) {
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var prevpos = player.body.position;
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var prevwidth = player.body.width;
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var prevheight = player.body.height;
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player.body.position = new Phaser.Point();
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player.body.x = prevpos.x;
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player.body.y = prevpos.y;
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@@ -390,6 +392,8 @@ GameState.prototype.update = function()
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rs.fixedToCamera = true;
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}
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player.body.position = prevpos;
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player.body.width = prevwidth;
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player.body.height = prevheight;
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}
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}
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@@ -60,9 +60,7 @@ function nearestInGroup(sprite, group, sprite_group) {
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var nearest = null;
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var lastdist = 0.0;
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for ( var i = 0 ; i < group.length; i++ ) {
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console.log("Checking distance to group[" + i + "]");
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var spr = group.getChildAt(i);
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console.log(spr);
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if ( (typeof sprite_group !== undefined) &&
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spr.sprite_group !== sprite_group )
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continue;
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@@ -342,6 +340,6 @@ function awardPlayerScoreByState(state)
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function getRandomTreasure()
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{
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var treasures = Object.keys(moonlightTreasures);
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var treasure = treasures[game.rnd.integerInRange(0, treasures.length)];
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var treasure = treasures[game.rnd.integerInRange(0, treasures.length-1)];
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return treasure;
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}
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