More wandering sprite work
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@@ -185,19 +185,19 @@ var WanderingSprite = function(game, x, y, spritetype) {
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switch ( game.rnd.integerInRange(0, 4) ) {
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switch ( game.rnd.integerInRange(0, 4) ) {
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case 0: {
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case 0: {
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this.setSpriteMovement(this, running, 'up');
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setSpriteMovement(this, running, 'up');
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break;
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break;
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}
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}
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case 1: {
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case 1: {
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this.setSpriteMovement(this, running, 'down');
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setSpriteMovement(this, running, 'down');
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break;
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break;
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}
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}
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case 2: {
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case 2: {
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this.setSpriteMovement(this, running, 'left');
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setSpriteMovement(this, running, 'left');
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break;
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break;
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}
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}
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case 3: {
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case 3: {
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this.setSpriteMovement(this, running, 'right');
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setSpriteMovement(this, running, 'right');
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}
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}
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}
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}
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}
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}
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@@ -379,7 +379,7 @@ GameState.prototype.updateShadowTexture = function() {
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this.shadowTexture.dirty = true;
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this.shadowTexture.dirty = true;
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};
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};
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GameState.prototype.setSpriteMovement = function(spr, running, dir)
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function setSpriteMovement(spr, running, dir)
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{
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{
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var x = 0;
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var x = 0;
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var y = 0;
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var y = 0;
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@@ -419,13 +419,13 @@ GameState.prototype.check_input = function()
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runningSpeed = {true: 150, false: 75}
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runningSpeed = {true: 150, false: 75}
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if ( controls.up.isDown) {
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if ( controls.up.isDown) {
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this.setSpriteMovement(player, controls.up.shiftKey, 'up');
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setSpriteMovement(player, controls.up.shiftKey, 'up');
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} else if ( controls.down.isDown ) {
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} else if ( controls.down.isDown ) {
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this.setSpriteMovement(player, controls.up.shiftKey, 'down');
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setSpriteMovement(player, controls.up.shiftKey, 'down');
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} else if ( controls.left.isDown ) {
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} else if ( controls.left.isDown ) {
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this.setSpriteMovement(player, controls.up.shiftKey, 'left');
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setSpriteMovement(player, controls.up.shiftKey, 'left');
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} else if ( controls.right.isDown ) {
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} else if ( controls.right.isDown ) {
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this.setSpriteMovement(player, controls.up.shiftKey, 'right');
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setSpriteMovement(player, controls.up.shiftKey, 'right');
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} else {
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} else {
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player.animations.stop(null, true);
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player.animations.stop(null, true);
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}
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}
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