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