Refactor away from '== null' checks towards isSet

This commit is contained in:
2014-06-26 07:15:38 -07:00
parent e0f236c5c0
commit 5ac3159e38
4 changed files with 29 additions and 28 deletions

View File

@@ -48,7 +48,7 @@ var AISprite = function(game, x, y, key, frame) {
}
var viewrect = this.viewRectangle();
if ( viewrect == null ) {
if ( isSet(viewrect) == false ) {
return false;
}
var sprrect = positiveRectangle(spr.x, spr.y, 32, 32);
@@ -64,7 +64,7 @@ var AISprite = function(game, x, y, key, frame) {
this.startAwarenessTimer = function() {
this.awareness_change_enabled = false;
if ( this.awareness_timer !== null )
if ( isSet(this.awareness_timer) )
this.awareness_timer.stop();
this.awareness_timer = game.time.create(false);
this.awareness_timer.add(this.sprite_awareness_duration,
@@ -94,7 +94,7 @@ var AISprite = function(game, x, y, key, frame) {
this.startAwarenessTimer();
setAwarenessState(this, state);
if ( this.awareness_effect !== null ) {
if ( isSet(this.awareness_effect) ) {
this.awareness_effect.alive = false;
this.awareness_effect.destroy();
this.awareness_effect = null;
@@ -138,7 +138,7 @@ var AISprite = function(game, x, y, key, frame) {
}
this.clearWordBubble = function() {
if ( this.bubble_text !== null )
if ( isSet(this.bubble_text) )
this.clear_bubble = true;
this.enable_word_bubble = false;
this.timer = game.time.create(false);
@@ -148,7 +148,7 @@ var AISprite = function(game, x, y, key, frame) {
this.setWordBubble = function()
{
if ( this.bubble_text !== null ||
if ( isSet(this.bubble_text) ||
this.sprite_group == undefined ||
this.enable_world_bubble == false) {
return;
@@ -336,7 +336,7 @@ var AISprite = function(game, x, y, key, frame) {
this.animations.stop();
this.animations.play(getMovingAnimationName(this));
this.animations.stop();
if ( this.rotation_timer !== null ) {
if ( isSet(this.rotation_timer) ) {
this.rotation_timer.stop();
this.rotation_timer = null;
}
@@ -358,7 +358,7 @@ var AISprite = function(game, x, y, key, frame) {
this.path_set(target, true, maxsteps, useNearestWalkable);
this.path_tween_start(movingstate);
} else {
if ( this.rotation_timer == null ) {
if ( isSet(this.rotation_timer) == false ) {
this.rotation_timer = game.time.create(false);
timerev = this.rotation_timer.add(250, this.turnUnseenDirection, this);
this.rotation_timer.start()
@@ -406,26 +406,27 @@ var AISprite = function(game, x, y, key, frame) {
this.action_reportplayer = function()
{
if ( (this.path.length < 1) || this.path_index >= this.path.length) {
if ( this.target == null &&
if ( isSet(this.target) == false &&
hasState(this, STATE_RUNNINGTOLIGHT) == false ) {
var aiSprites = game.state.states.game.aiSprites;
this.target = nearestInGroup(this, aiSprites, "townsfolk-guard");
} else if ( hasState(this, STATE_RUNNINGTOLIGHT) == false ) {
if ( this.target.rotation_timer !== null ) {
this.target.rotation_timer.stop();
this.target.rotation_timer = null;
if ( isSet(this.target) ) {
if ( isSet(this.target.rotation_timer) ) {
this.target.rotation_timer.stop();
this.target.rotation_timer = null;
}
if ( isSet(this.target.sprite_group) ) {
this.target.path_purge();
this.target.setAwarenessEffect(STATE_ALERTED);
this.target.target = this.lastSawPlayerAt;
addState(this.target, STATE_RUNNINGTOREPORT);
}
}
this.target.path_purge();
this.target.setAwarenessEffect(STATE_ALERTED);
this.target.target = this.lastSawPlayerAt;
addState(this.target, STATE_RUNNINGTOREPORT);
this.path_tween_stop();
this.path_purge();
var staticLights = game.state.states.game.staticLights;
this.target = nearestInGroup(this, staticLights);
console.log("Running to the nearest light");
console.log(this.target);
addState(this, STATE_RUNNINGTOLIGHT);
} else {
this.awareness_timer.stop();
@@ -437,7 +438,7 @@ var AISprite = function(game, x, y, key, frame) {
return;
}
}
if ( this.target !== null ) {
if ( isSet(this.target) ) {
this.chasetarget(this.target,
STATE_ALERTED,
STATE_MOVING | STATE_RUNNING,
@@ -469,7 +470,7 @@ var AISprite = function(game, x, y, key, frame) {
{
if ( this.ready_to_update == false )
return;
if ( this.awareness_effect !== null ) {
if ( isSet(this.awareness_effect) ) {
if ( this.awareness_effect.alive == false ) {
this.awareness_effect.destroy();
this.awareness_effect = null;
@@ -479,7 +480,7 @@ var AISprite = function(game, x, y, key, frame) {
}
}
if ( this.bubble_text !== null ) {
if ( isSet(this.bubble_text) ) {
if ( this.clear_bubble == true ) {
this.bubble_text.destroy();
this.bubble_sprite.destroy();
@@ -505,7 +506,7 @@ var AISprite = function(game, x, y, key, frame) {
}
this.update_new_values = function() {
if ( this.timer !== null )
if ( isSet(this.timer) )
this.timer.stop();
this.animations.destroy();
this.clearWordBubble();