More wandering sprite work

This commit is contained in:
2014-06-11 21:19:34 -07:00
parent 9a9a9c4eaf
commit 882c8a60c1

View File

@@ -219,7 +219,7 @@ var WanderingSprite = function(game, x, y, spritetype) {
]; ];
Phaser.Sprite.call(this, game, x, y, spritenames_by_type[spritetype]); Phaser.Sprite.call(this, game, x, y, spritenames_by_type[spritetype]);
game.physics.arcade.enable(this); game.physics.arcade.enable(this);
this.body.checkWorldBounds = true; this.body.collideWorldBounds = true;
addAnimation(this, 'bipedwalkleft'); addAnimation(this, 'bipedwalkleft');
addAnimation(this, 'bipedwalkright'); addAnimation(this, 'bipedwalkright');
@@ -229,7 +229,6 @@ var WanderingSprite = function(game, x, y, spritetype) {
addAnimation(this, 'bipedrunright'); addAnimation(this, 'bipedrunright');
addAnimation(this, 'bipedrunup'); addAnimation(this, 'bipedrunup');
addAnimation(this, 'bipedrundown'); addAnimation(this, 'bipedrundown');
} }
WanderingSprite.prototype = Object.create(Phaser.Sprite.prototype); WanderingSprite.prototype = Object.create(Phaser.Sprite.prototype);