Moved to graphical word bubbles

This commit is contained in:
2014-06-12 01:51:05 -07:00
parent 640ddb2058
commit 4dc1c9228a

View File

@@ -549,7 +549,6 @@ var AISprite = function(game, x, y, spritetype) {
if ( this.bubble !== null || this.sprite_group == undefined || this.word_bubble_enabled == false) { if ( this.bubble !== null || this.sprite_group == undefined || this.word_bubble_enabled == false) {
return; return;
} }
//this.bubble = game.add.group()
aistate = this.state & ( STATE_UNAWARE | STATE_CONCERNED | STATE_ALERTED | STATE_LOSTHIM ); aistate = this.state & ( STATE_UNAWARE | STATE_CONCERNED | STATE_ALERTED | STATE_LOSTHIM );
switch ( aistate ) { switch ( aistate ) {
case STATE_UNAWARE: { case STATE_UNAWARE: {
@@ -572,6 +571,7 @@ var AISprite = function(game, x, y, spritetype) {
var mylines = moonlightDialog['status'][this.sprite_group][aistate]; var mylines = moonlightDialog['status'][this.sprite_group][aistate];
var myline = mylines[game.rnd.integerInRange(0, mylines.length)] var myline = mylines[game.rnd.integerInRange(0, mylines.length)]
console.log(myline)
this.bubble = new Phaser.Sprite(game, this.x, this.y, myline); this.bubble = new Phaser.Sprite(game, this.x, this.y, myline);
game.physics.arcade.enable(this.bubble); game.physics.arcade.enable(this.bubble);
@@ -593,8 +593,8 @@ var AISprite = function(game, x, y, spritetype) {
this.setWordBubble(); this.setWordBubble();
} }
this.bubble.x = this.x - (this.bubble.body.width); this.bubble.x = this.x - (this.bubble.width);
this.bubble.y = this.y - (this.bubble.body.height); this.bubble.y = this.y - (this.bubble.height);
switch ( game.rnd.integerInRange(0, 4) ) { switch ( game.rnd.integerInRange(0, 4) ) {
case 0: { case 0: {
setSpriteMovement(this, running, 'up'); setSpriteMovement(this, running, 'up');
@@ -627,7 +627,6 @@ var AISprite = function(game, x, y, spritetype) {
'townsfolk-guard-2' 'townsfolk-guard-2'
]; ];
this.bubble = null; this.bubble = null;
this.clear_bubble = false;
this.state = STATE_UNAWARE; this.state = STATE_UNAWARE;
Phaser.Sprite.call(this, game, x, y, spritenames_by_type[spritetype]); Phaser.Sprite.call(this, game, x, y, spritenames_by_type[spritetype]);