Close #35 : This was resolved by switching from arcade.physics.collide() to arcade.physics.overlap() which provides more reliable results
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@@ -327,6 +327,8 @@ var AISprite = function(game, x, y, key, frame) {
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this._object.animations.play(getMovingAnimationName(this._object));
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}, tween);
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tween.onComplete.add(function() {
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if ( this._object.resetPathOnCollision() == true )
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return;
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this._object.path_index += 1;
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setMovingState(this._object, getFaceState(this._object));
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this._object.animations.play(getMovingAnimationName(this._object));
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@@ -341,6 +343,21 @@ var AISprite = function(game, x, y, key, frame) {
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this.path_tweens[0].start();
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}
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this.resetPathOnCollision = function() {
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var aiSprites = game.state.states.game.aiSprites;
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var hasBeenReset = false;
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aiSprites.forEach(function(spr) {
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if ( hasBeenReset == true )
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return;
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if ( game.physics.arcade.collide(spr, this) ) {
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var last = this.path[this.path.length() - 1];
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this.path_tween_stop();
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hasBeenReset = true;
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}
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}, this);
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return hasBeenReset;
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}
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this.path_tween_stop = function()
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{
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this.path_tweens.forEach(function(x) {
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@@ -570,6 +587,7 @@ var AISprite = function(game, x, y, key, frame) {
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{
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if ( this.ready_to_update == false )
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return;
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if ( isSet(this.awareness_effect) ) {
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if ( this.awareness_effect.alive == false ) {
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this.awareness_effect.destroy();
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@@ -617,6 +635,7 @@ var AISprite = function(game, x, y, key, frame) {
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this.animations.destroy();
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this.clearWordBubble();
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this.state = STATE_UNAWARE;
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this.view_distance = parseInt(this.view_distance);
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this.state_changed_at = new Phaser.Point(this.x, this.y);
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this.hunt_radius = parseInt(this.hunt_radius);
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this.sprite_can_see_lightmeter = Number(this.sprite_can_see_lightmeter);
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