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", "name":"FountainGuard",
"properties": "properties":
{ {
"can_move":"false",
"sprite_group":"townsfolk-female", "sprite_group":"townsfolk-female",
"sprite_name":"townsfolk-female-3" "sprite_name":"townsfolk-female-3"
}, },
@@ -176,10 +177,10 @@
{ {
"gid":3544, "gid":3544,
"height":0, "height":0,
"name":"", "name":"FountainPerson",
"properties": "properties":
{ {
"can_move":"false"
}, },
"type":"", "type":"",
"visible":true, "visible":true,
@@ -229,7 +230,7 @@
"y":40 "y":40
}, },
{ {
"gid":11, "gid":1837,
"height":0, "height":0,
"name":"campfiresound", "name":"campfiresound",
"properties": "properties":

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