Start putting in wandering sprites with different actor types

This commit is contained in:
2014-06-11 20:43:05 -07:00
parent 7650416fba
commit 61a439bbf9

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@@ -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++ ) {