More wandering sprite work

This commit is contained in:
2014-06-11 21:06:33 -07:00
parent 0c5a913080
commit 66c6cc8ec6

View File

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