Map work
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@@ -194,14 +194,59 @@
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"name":"BigTopGuard",
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"name":"BigTopGuard",
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"properties":
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"properties":
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{
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{
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"sprite_group":"townsfolk_guard",
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"sprite_canmove":"false",
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"sprite_name":"townsfolk_guard2"
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"sprite_group":"townsfolk-guard",
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"sprite_name":"townsfolk-guard2"
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},
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},
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"type":"AI",
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"type":"AI",
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"visible":true,
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"visible":true,
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"width":0,
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"width":0,
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"x":320,
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"x":320,
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"y":480
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"y":480
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},
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{
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"gid":3544,
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"height":0,
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"name":"BigTopGuard",
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"properties":
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{
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"sprite_canmove":"false",
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"sprite_group":"townsfolk-guard",
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"sprite_name":"townsfolk-guard2"
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},
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"type":"AI",
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"visible":true,
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"width":0,
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"x":320,
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"y":480
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},
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{
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"gid":3544,
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"height":0,
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"name":"BigTopCustomer2",
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"properties":
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{
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"sprite_group":"townsfolk-female"
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},
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"type":"AI",
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"visible":true,
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"width":0,
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"x":640,
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"y":192
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},
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{
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"gid":3544,
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"height":0,
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"name":"BigTopCustomer2",
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"properties":
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{
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"sprite_group":"townsfolk-male"
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},
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"type":"AI",
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"visible":true,
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"width":0,
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"x":128,
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"y":320
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}],
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}],
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"opacity":1,
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"opacity":1,
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"type":"objectgroup",
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"type":"objectgroup",
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@@ -748,7 +748,7 @@ var AISprite = function(game, x, y, key, frame) {
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}
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}
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}
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}
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if ( this.can_move == false)
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if ( this.sprite_canmove == false)
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return;
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return;
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if ( game.rnd.integerInRange(0, 100) < 95 )
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if ( game.rnd.integerInRange(0, 100) < 95 )
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return;
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return;
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@@ -784,7 +784,7 @@ var AISprite = function(game, x, y, key, frame) {
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this.animations.destroy();
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this.animations.destroy();
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this.clearWordBubble();
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this.clearWordBubble();
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this.state = STATE_UNAWARE;
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this.state = STATE_UNAWARE;
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this.can_move = parseBoolean(this.can_move);
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this.sprite_canmove = parseBoolean(this.sprite_canmove);
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this.collide_with_player = parseBoolean(this.collide_with_player);
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this.collide_with_player = parseBoolean(this.collide_with_player);
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this.collide_with_map = parseBoolean(this.collide_with_map);
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this.collide_with_map = parseBoolean(this.collide_with_map);
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this.carries_light = parseBoolean(this.carries_light);
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this.carries_light = parseBoolean(this.carries_light);
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@@ -818,7 +818,7 @@ var AISprite = function(game, x, y, key, frame) {
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Phaser.Sprite.call(this, game, x, y, null);
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Phaser.Sprite.call(this, game, x, y, null);
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game.physics.arcade.enable(this);
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game.physics.arcade.enable(this);
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this.player_seen_timer = null;
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this.player_seen_timer = null;
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this.can_move = 'true';
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this.sprite_canmove = 'true';
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this.collide_with_player = 'true';
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this.collide_with_player = 'true';
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this.collide_with_map = 'true';
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this.collide_with_map = 'true';
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this.carries_light = 'false';
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this.carries_light = 'false';
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