Stop switching awareness states so fast
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@@ -700,6 +700,10 @@ var AISprite = function(game, x, y, key, frame) {
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return false;
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}
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this.enableAwarenessChange = function(state) {
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this.awareness_change_enabled = true;
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}
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this.setAwarenessEffect = function(state) {
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var animkey = "";
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@@ -712,6 +716,15 @@ var AISprite = function(game, x, y, key, frame) {
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}
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setAwarenessState(this, state);
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if ( this.awareness_change_enabled == false &&
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state != STATE_ALERTED ) {
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return;
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}
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this.awareness_timer = game.time.create(false);
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this.awareness_timer.add(this.sprite_awareness_duration,
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this.enableAwarenessChange,
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this);
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this.awareness_timer.start()
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if ( this.awareness_effect !== null ) {
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this.awareness_effect.alive = false;
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@@ -874,6 +887,7 @@ var AISprite = function(game, x, y, key, frame) {
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this.state = STATE_UNAWARE;
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this.sprite_can_see_lightmeter = Number(this.sprite_can_see_lightmeter);
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this.sprite_canmove = parseBoolean(this.sprite_canmove);
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this.sprite_awareness_duration = parseInt(this.sprite_awareness_duration);
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this.collide_with_player = parseBoolean(this.collide_with_player);
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this.collide_with_map = parseBoolean(this.collide_with_map);
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this.carries_light = parseBoolean(this.carries_light);
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@@ -906,10 +920,12 @@ var AISprite = function(game, x, y, key, frame) {
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Phaser.Sprite.call(this, game, x, y, null);
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game.physics.arcade.enable(this);
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this.awareness_change_enabled = true;
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this.lightmeter = 1.0;
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this.sprite_can_see_lightmeter = 0.5;
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this.awareness_effect = null;
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this.player_seen_timer = null;
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this.awareness_timer = null;
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this.sprite_awareness_duration = 30;
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this.sprite_canmove = 'true';
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this.collide_with_player = 'true';
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this.collide_with_map = 'true';
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