Close #34 : STEAL_DISTANCE calculation was wacked. This may still cause problems in the future (see note on the issue).
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@@ -7,6 +7,9 @@ RECENTLYSTOLEN_MAX = 5;
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SPEED_WALKING = 8;
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SPEED_RUNNING = 14;
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TILE_WIDTH = 32;
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TILE_HEIGHT = 32;
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// Millisecond durations per tweens, per tile
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TWEEN_DURATION_PERPIXEL_RUNNING = 6;
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TWEEN_DURATION_PERPIXEL_WALKING = 12;
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@@ -67,6 +67,7 @@ GameState.prototype.create = function()
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pathfinder = new PF.AStarFinder({allowDiagonal: false});
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this.physics.arcade.enable(player);
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player.body.setSize(16, 16, 8, 16);
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player.body.center = new Phaser.Point(player.body.width / 2, player.body.height + player.body.halfHeight);
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player.body.collideWorldBounds = true;
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//player.body.immovable = true;
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@@ -334,11 +335,11 @@ GameState.prototype.update = function()
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player.body.y = prevpos.y;
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switch ( getFaceState(player) ) {
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case STATE_FACE_LEFT: {
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player.body.x -= STEAL_DISTANCE;
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player.body.x -= (STEAL_DISTANCE + 8);
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break;
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}
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case STATE_FACE_RIGHT: {
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player.body.x += STEAL_DISTANCE;
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player.body.x += (STEAL_DISTANCE + 8);
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break;
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}
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case STATE_FACE_DOWN: {
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@@ -346,7 +347,7 @@ GameState.prototype.update = function()
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break;
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}
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case STATE_FACE_UP: {
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player.body.y -= STEAL_DISTANCE;
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player.body.y -= (STEAL_DISTANCE * 2);
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break;
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}
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}
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