Word bubbles
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@@ -167,8 +167,8 @@ var moonlightSettings = {
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var moonlightDialog = {
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var moonlightDialog = {
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"status": {
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"status": {
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("" + SPRITE_TOWNSFOLK_MALE) : {
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"townsfolk-male" : {
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("" + STATE_UNAWARE) : [
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"unaware" : [
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"I'd rather be fishing.",
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"I'd rather be fishing.",
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"Different day, same old stuff.",
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"Different day, same old stuff.",
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"Oi! Where'd that trouble run off to now then?",
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"Oi! Where'd that trouble run off to now then?",
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@@ -177,7 +177,7 @@ var moonlightDialog = {
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"I'm off to the pub to see the lads and chew the fat.",
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"I'm off to the pub to see the lads and chew the fat.",
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"♪ ♫ Whistling ♪ ♫"
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"♪ ♫ Whistling ♪ ♫"
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],
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],
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("" + STATE_CONCERNED) : [
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"concerned" : [
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"Wha… what’s that? Who’s there?",
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"Wha… what’s that? Who’s there?",
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"Did you hear that?",
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"Did you hear that?",
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"Either I’m hearin’ things, or I need to stop drinkin’ midday.",
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"Either I’m hearin’ things, or I need to stop drinkin’ midday.",
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@@ -186,7 +186,7 @@ var moonlightDialog = {
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"What’s that?",
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"What’s that?",
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"Did you see that?"
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"Did you see that?"
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],
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],
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("" + STATE_ALERTED) : [
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"alerted" : [
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"Don't you come no closer, you hear?",
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"Don't you come no closer, you hear?",
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"Egads!",
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"Egads!",
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"I'm getting’ outta here!",
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"I'm getting’ outta here!",
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@@ -199,7 +199,7 @@ var moonlightDialog = {
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"Stay away! I know Kung-fu! ... but that would require bravery I don't have",
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"Stay away! I know Kung-fu! ... but that would require bravery I don't have",
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"Guards! GUARDS!"
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"Guards! GUARDS!"
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],
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],
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("" + STATE_LOSTHIM): [
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"losthim" : [
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"Whew. Glad that’s over.",
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"Whew. Glad that’s over.",
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"I wasn’t scared!",
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"I wasn’t scared!",
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"Must’ve been intimidated by manly physique.",
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"Must’ve been intimidated by manly physique.",
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@@ -209,17 +209,17 @@ var moonlightDialog = {
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"Bloody wanker!"
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"Bloody wanker!"
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]
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]
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},
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},
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("" + SPRITE_TOWNSFOLK_FEMALE): {
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"townsfolk-female" : {
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("" + STATE_UNAWARE) : [],
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"unaware" : [],
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("" + STATE_CONCERNED) : [],
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"concerned" : [],
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("" + STATE_ALERTED) : [],
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"alerted" : [],
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("" + STATE_LOSTHIM): []
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"losthim" : []
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},
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},
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SPRITE_TOWNSFOLK_GUARD: {
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"townsfolk-guard" : {
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("" + STATE_UNAWARE) : [],
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"unaware" : [],
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("" + STATE_CONCERNED) : [],
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"concerned" : [],
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("" + STATE_ALERTED) : [],
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"alerted" : [],
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("" + STATE_LOSTHIM): []
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"losthim" : []
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}
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}
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},
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},
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"conversations": {
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"conversations": {
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@@ -272,12 +272,25 @@ var AISprite = function(game, x, y, spritetype) {
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}
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}
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//this.bubble = game.add.group()
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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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console.log(this.sprite_group);
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switch ( aistate ) {
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console.log(aistate);
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case STATE_UNAWARE: {
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console.log(moonlightDialog);
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aistate = "unaware";
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console.log(moonlightDialog['status']);
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break;
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console.log(moonlightDialog['status'][this.sprite_group]);
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}
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console.log(moonlightDialog['status'][this.sprite_group][aistate]);
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case STATE_CONCERNED: {
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aistate = "concerned";
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break;
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}
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case STATE_ALERTED: {
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aistate = "alerted";
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break;
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}
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case STATE_LOSTHIM: {
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aistate = "losthim";
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break;
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}
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}
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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 text = mylines[game.rnd.integerInRange(0, mylines.length)];
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var text = mylines[game.rnd.integerInRange(0, mylines.length)];
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var style = {font: '12px Arial Bold', fill: '#ffffff', align: 'center'}
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var style = {font: '12px Arial Bold', fill: '#ffffff', align: 'center'}
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@@ -341,7 +354,9 @@ var AISprite = function(game, x, y, spritetype) {
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game.physics.arcade.enable(this);
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game.physics.arcade.enable(this);
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this.body.collideWorldBounds = true;
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this.body.collideWorldBounds = true;
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this.sprite_group = Math.round(1 + (spritetype / 4));
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this.sprite_group = ['townsfolk-male',
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'townsfolk-female',
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'townsfolk-guard'][Math.round(1 + (spritetype / 4))];
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addAnimation(this, 'bipedwalkleft');
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addAnimation(this, 'bipedwalkleft');
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addAnimation(this, 'bipedwalkright');
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addAnimation(this, 'bipedwalkright');
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