Making AI able to 'see' the player
This commit is contained in:
@@ -5,7 +5,7 @@
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<title>Moonlight Skulk (Working Title)</title>
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<script type="text/javascript" src="//ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
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<script type="text/javascript" src="js/phaser.js"></script>
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<script type="text/javascript" src="js/lifted.js"></script>
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<script type="text/javascript" src="http://polyk.ivank.net/polyk.js"></script>
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<style type="text/css">
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body {
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margin: 0;
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@@ -590,6 +590,87 @@ EffectSprite.prototype = Object.create(Phaser.Sprite.prototype);
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EffectSprite.prototype.constructor = EffectSprite;
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var AISprite = function(game, x, y, key, frame) {
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this.canSeeSprite = function(spr) {
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var xd = (spr.x - this.x);
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if ( xd < 0 )
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xd = -(xd);
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var yd = (spr.y - this.y);
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if ( yd < 0 )
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yd = -(yd);
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var hyp = Math.sqrt(Number(xd * xd) + Number(yd * yd));
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if ( hyp < this.view_distance ) {
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// View cone intersection test
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var p1 = new Phaser.Point(this.x + (this.body.width / 2),
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this.y);
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var viewline = new Phaser.Line(this.x + (this.body.width / 2),
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this.y,
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this.x + (this.body.width / 2),
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this.y - this.view_distance );
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var p2 = new Phaser.Point(viewline.end.x, viewline.end.y);
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p2.rotate(p1.x, p1.y, -45, true);
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var p3 = new Phaser.point(viewline.end.x, viewline.end.y);
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var p4 = new Phaser.point(viewline.end.x, viewline.end.y);
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p4.rotate(p1.x, p1.y, 45, true);
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/*
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* ... In case this isn't obvious, this is the sprite's view cone:
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*
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* p3
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* p2 p4
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* \ /
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* \ /
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* \/
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* p1
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*/
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if ( hasState(this, STATE_FACE_LEFT) ) {
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rotateAllpoints([p1, p2, p3, p4],
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this.x + (this.body.width / 2),
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this.y + (this.body.height / 2),
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-90);
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} else if ( hasState(this, STATE_FACE_RIGHT) ) {
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rotateAllpoints([p1, p2, p3, p4],
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this.x + (this.body.width / 2),
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this.y + (this.body.height / 2),
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90);
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} else if ( hasState(this, STATE_FACE_DOWN) ) {
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rotateAllpoints([p1, p2, p3, p4],
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this.x + (this.body.width / 2),
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this.y + (this.body.height / 2),
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180);
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}
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var viewcone = new Phaser.Polygon(p1, p2, p3, p1);
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// FIXME : There has got to be a better way to do this
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var rectLines = [
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new Phaser.line(spr.body.left, spr.body.top,
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spr.body.right, spr.body.top),
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new Phaser.line(spr.body.right, spr.body.top,
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spr.body.right, spr.body.bottom),
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new Phaser.line(spr.body.right, spr.body.bottom,
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spr.body.left, spr.body.bottom),
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new Phaser.line(spr.body.left, spr.body.bottom,
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spr.body.left, spr.body.top)
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];
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var withinView = false;
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rectLines.forEach(function(sl) {
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[[p1, p2], [p2, p3], [p3, p4], [p4, p1]].forEach(function(vl) {
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tl = new Phaser.Line(vl[0].x, vl[0].y,
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vl[1].x, vl[1].y);
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if ( tl.intersects(sl) )
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return true;
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}, this);
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if ( viewcone.contains(sl.start.x, sl.start.y) )
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return true;
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}, this);
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return false;
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}
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}
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this.enableWordBubble = function() {
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this.enable_word_bubble = true;
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this.timer = game.time.create(false);
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@@ -737,6 +818,8 @@ var AISprite = function(game, x, y, key, frame) {
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game.physics.arcade.enable(this);
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this.collide_with_player = true;
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this.collide_with_map = true;
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this.carries_light = false;
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this.view_distance = 32 * 5;
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this.timer = null;
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this.bubble_text = null;
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this.enable_word_bubble = false;
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@@ -749,6 +832,13 @@ var AISprite = function(game, x, y, key, frame) {
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AISprite.prototype = Object.create(Phaser.Sprite.prototype);
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AISprite.prototype.constructor = AISprite;
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function rotatePoints(arr, x, y, degrees)
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{
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arr.forEach(function(p) {
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p.rotate(x, y, degrees, true);
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}, this);
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}
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var GameState = function(game) {
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}
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@@ -1048,6 +1138,8 @@ GameState.prototype.update = function()
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}
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if ( x.collide_with_player == false )
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return;
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console.log(this);
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console.log("Can see the player : " + x.canSeeSprite(player));
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this.physics.arcade.collide(x, player);
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}
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