Go back to text wordbubbles
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@@ -158,6 +158,21 @@
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"height":100,
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"height":100,
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"name":"AI",
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"name":"AI",
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"objects":[
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"objects":[
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{
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"gid":3544,
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"height":0,
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"name":"FountainGuard",
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"properties":
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{
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"sprite_group":"townsfolk-female",
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"sprite_name":"townsfolk-female-3"
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},
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"type":"AISprites",
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"visible":true,
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"width":0,
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"x":824,
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"y":953
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},
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{
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{
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"gid":3544,
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"gid":3544,
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"height":0,
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"height":0,
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@@ -782,7 +782,6 @@ var AISprite = function(game, x, y, key, frame) {
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this.enable_word_bubble = true;
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this.enable_word_bubble = true;
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this.timer = game.time.create(false);
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this.timer = game.time.create(false);
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var timerdelta = 10000 + (game.rnd.integerInRange(0, 20) * 1000);
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var timerdelta = 10000 + (game.rnd.integerInRange(0, 20) * 1000);
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console.log("In " + timerdelta + " ms, " + this + " will say something");
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timerev = this.timer.add(timerdelta, this.setWordBubble, this);
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timerev = this.timer.add(timerdelta, this.setWordBubble, this);
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this.timer.start()
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this.timer.start()
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}
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}
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@@ -792,7 +791,6 @@ var AISprite = function(game, x, y, key, frame) {
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this.clear_bubble = true;
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this.clear_bubble = true;
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this.enable_word_bubble = false;
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this.enable_word_bubble = false;
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this.timer = game.time.create(false);
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this.timer = game.time.create(false);
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console.log("In 1000 ms, " + this + " will enable speech");
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timerev = this.timer.add(1000, this.enableWordBubble, this);
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timerev = this.timer.add(1000, this.enableWordBubble, this);
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this.timer.start()
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this.timer.start()
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}
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}
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@@ -826,7 +824,6 @@ var AISprite = function(game, x, y, key, frame) {
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var mylines = moonlightDialog['status'][this.sprite_group][aistate];
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var mylines = moonlightDialog['status'][this.sprite_group][aistate];
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text = mylines[game.rnd.integerInRange(0, mylines.length)];
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text = mylines[game.rnd.integerInRange(0, mylines.length)];
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style = {font: '14px Arial Bold', fill: '#ffffff', align: 'center'}
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style = {font: '14px Arial Bold', fill: '#ffffff', align: 'center'}
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console.log(this + " said " + text);
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this.text_size = stringSize(text, style['font']);
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this.text_size = stringSize(text, style['font']);
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this.bubble = game.add.text(this.x, this.y, text, style);
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this.bubble = game.add.text(this.x, this.y, text, style);
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this.bubble_offsets = [ (this.body.width/2) + -(this.text_size[0] / 2), -( this.text_size[1]/2) ];
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this.bubble_offsets = [ (this.body.width/2) + -(this.text_size[0] / 2), -( this.text_size[1]/2) ];
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@@ -841,7 +838,6 @@ var AISprite = function(game, x, y, key, frame) {
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{
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{
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this.bubble.position.x = this.x + this.bubble_offsets[0];
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this.bubble.position.x = this.x + this.bubble_offsets[0];
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this.bubble.position.y = this.y + this.bubble_offsets[1];
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this.bubble.position.y = this.y + this.bubble_offsets[1];
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console.log(this);
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}
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}
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this.update = function()
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this.update = function()
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@@ -850,7 +846,6 @@ var AISprite = function(game, x, y, key, frame) {
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if ( this.bubble !== null ) {
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if ( this.bubble !== null ) {
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if ( this.clear_bubble == true ) {
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if ( this.clear_bubble == true ) {
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console.log(this + " cleared word bubble");
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this.bubble.destroy();
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this.bubble.destroy();
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this.bubble = null;
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this.bubble = null;
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this.clear_bubble = false;
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this.clear_bubble = false;
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