Making AI able to 'see' the player

This commit is contained in:
2014-06-14 15:52:43 -07:00
parent 6c99d90e62
commit 5531f0787d
2 changed files with 12 additions and 4 deletions

View File

@@ -164,6 +164,7 @@
"name":"FountainGuard",
"properties":
{
"can_move":"false",
"sprite_group":"townsfolk-female",
"sprite_name":"townsfolk-female-3"
},
@@ -176,10 +177,10 @@
{
"gid":3544,
"height":0,
"name":"",
"name":"FountainPerson",
"properties":
{
"can_move":"false"
},
"type":"",
"visible":true,
@@ -229,7 +230,7 @@
"y":40
},
{
"gid":11,
"gid":1837,
"height":0,
"name":"campfiresound",
"properties":
@@ -555,4 +556,4 @@
"tilewidth":32,
"version":1,
"width":100
}
}

View File

@@ -714,6 +714,8 @@ var AISprite = function(game, x, y, key, frame) {
}
}
if ( this.can_move == false)
return;
if ( game.rnd.integerInRange(0, 100) < 95 )
return;
if ( game.rnd.integerInRange(0, 100) > 90 ) {
@@ -747,6 +749,10 @@ var AISprite = function(game, x, y, key, frame) {
this.animations.destroy();
this.clearWordBubble();
this.state = STATE_UNAWARE;
this.can_move = Boolean(this.can_move);
this.collide_with_player = Boolean(this.collide_with_player);
this.collide_with_map = Boolean(this.collide_with_map);
this.carries_light = Boolean(this.carries_light);
this.loadTexture(this.sprite_name, 0);
addAnimation(this, 'bipedwalkleft');
@@ -776,6 +782,7 @@ var AISprite = function(game, x, y, key, frame) {
Phaser.Sprite.call(this, game, x, y, null);
game.physics.arcade.enable(this);
this.can_move = false;
this.collide_with_player = true;
this.collide_with_map = true;
this.carries_light = false;