Making AI able to 'see' the player

This commit is contained in:
2014-06-14 14:44:37 -07:00
parent 4bf1871af6
commit 8479e65968
2 changed files with 93 additions and 1 deletions

View File

@@ -5,7 +5,7 @@
<title>Moonlight Skulk (Working Title)</title>
<script type="text/javascript" src="//ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<script type="text/javascript" src="js/phaser.js"></script>
<script type="text/javascript" src="js/lifted.js"></script>
<script type="text/javascript" src="http://polyk.ivank.net/polyk.js"></script>
<style type="text/css">
body {
margin: 0;

View File

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