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