AISprite turn faster or slower in turnUnseenDirection depending on state
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@@ -347,6 +347,11 @@ var AISprite = function(game, x, y, key, frame) {
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alertedState = (typeof alertedState == 'undefined' ? STATE_ALERTED : alertedState);
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alertedState = (typeof alertedState == 'undefined' ? STATE_ALERTED : alertedState);
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visual = (typeof visual == 'undefined' ? false : visual);
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visual = (typeof visual == 'undefined' ? false : visual);
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movingstate = (typeof alertedState == 'undefined' ? STATE_NONE : movingstate);
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movingstate = (typeof alertedState == 'undefined' ? STATE_NONE : movingstate);
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var rotation_times = {};
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rotation_times["" + STATE_UNAWARE] = 5000;
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rotation_times["" + STATE_CONCERNED] = 1000;
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rotation_times["" + STATE_ALERTED] = 250;
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rotation_times["" + STATE_LOSTHIM] = 1000;
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if ( game.physics.arcade.collide(this, target) )
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if ( game.physics.arcade.collide(this, target) )
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return;
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return;
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@@ -358,9 +363,12 @@ var AISprite = function(game, x, y, key, frame) {
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this.path_set(target, true, maxsteps, useNearestWalkable);
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this.path_set(target, true, maxsteps, useNearestWalkable);
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this.path_tween_start(movingstate);
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this.path_tween_start(movingstate);
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} else {
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} else {
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if ( isSet(this.rotation_timer) == false ) {
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if ( this.rotation_timer == null ) {
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this.rotation_timer = game.time.create(false);
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this.rotation_timer = game.time.create(false);
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timerev = this.rotation_timer.add(250, this.turnUnseenDirection, this);
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timerev = this.rotation_timer.add(
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rotation_times["" + getAwarenessState(this)],
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this.turnUnseenDirection,
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this);
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this.rotation_timer.start()
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this.rotation_timer.start()
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}
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}
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}
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}
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