diff --git a/moonlight/js/moonlight-skulk.js b/moonlight/js/moonlight-skulk.js index 1b05aaf..6700733 100644 --- a/moonlight/js/moonlight-skulk.js +++ b/moonlight/js/moonlight-skulk.js @@ -164,6 +164,36 @@ var Light = function(game, x, y, radius, fade, color, flicker) { Light.prototype = Object.create(Phaser.Sprite.prototype); Light.prototype.constructor = Light; +SPRITE_TOWNSFOLK_MALE1 = 1; +SPRITE_TOWNSFOLK_MALE2 = 2; +SPRITE_TOWNSFOLK_MALE3 = 3; +SPRITE_TOWNSFOLK_MALE4 = 4; +SPRITE_TOWNSFOLK_FEMALE1 = 5; +SPRITE_TOWNSFOLK_FEMALE2 = 6; +SPRITE_TOWNSFOLK_FEMALE3 = 7; +SPRITE_TOWNSFOLK_FEMALE4 = 8; +SPRITE_TOWNSFOLK_GUARD1 = 9; +SPRITE_TOWNSFOLK_GUARD2 = 10; + +var WanderingSprite = function(game, x, y, spritetype) { + var spritenames_by_type = [ + 'townsfolk-male-1', + 'townsfolk-male-2', + 'townsfolk-male-3', + 'townsfolk-male-4', + 'townsfolk-female-1', + 'townsfolk-female-2', + 'townsfolk-female-3', + 'townsfolk-female-4', + 'townsfolk-guard-1', + 'townsfolk-guard-2' + ]; + Phaser.Sprite.call(this, game, x, y, spritenames_by_type[spritetype]); +} + +WanderingSprite.prototype = Object.create(Phaser.Sprite.prototype); +WanderingSprite.prototype.constructor = WanderingSprite; + var GameState = function(game) { } @@ -239,6 +269,18 @@ GameState.prototype.create = function() // everything below this sprite. this.shadowSprite.blendMode = Phaser.blendModes.MULTIPLY; + // Create the wandering sprites + this.wanderingSprites = game.add.group(); + for ( i = 0; i < 20 ; i++ ) { + this.wanderingSprites.add( + new WanderingSprite(game, + game.rnd.integerInRange(0, game.width), + game.rnd.integerInRange(0, game.height), + game.rnd.integerInRange(0, 10) + ) + ); + } + // Create the lights this.staticLights = game.add.group(); for (i = 0; i < 20 ; i++ ) {