Close #3 : Hunt / Search behavior works as expected
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@@ -23,7 +23,7 @@ GameState.prototype.create = function()
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);
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if ( lp['inject_sprites'] == true ) {
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this.aiSprites = game.add.group();
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this.aiSprites.debug = false;
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this.aiSprites.debug = true;
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this.map.createFromObjects('AI', 3544, 'player', 0, true, false, this.aiSprites, AISprite);
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this.aiSprites.forEach(function(spr) {
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spr.update_new_values();
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@@ -259,7 +259,7 @@ GameState.prototype.update = function()
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if ( x.collide_with_player == false )
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return;
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if ( x.canSeeSprite(player, false) == true ) {
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x.lastSawPlayerAt = new Phaser.Point(player.x, player.y);
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x.lastSawPlayerAt = new Phaser.Sprite(game, player.x, player.y, null);
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if ( this.physics.arcade.collide(x, player) ) {
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x.setAwarenessEffect(STATE_ALERTED);
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} else if ( player.lightmeter >= x.sprite_can_see_lightmeter ) {
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@@ -269,7 +269,9 @@ GameState.prototype.update = function()
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}
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return;
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} else {
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if ( hasState(x, STATE_LOSTHIM) == false ) {
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if ( this.physics.arcade.collide(x, player) ) {
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x.setAwarenessEffect(STATE_CONCERNED);
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} else if ( hasState(x, STATE_LOSTHIM) == false ) {
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x.setAwarenessEffect(STATE_LOSTHIM);
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} else {
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x.setAwarenessEffect(STATE_UNAWARE);
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@@ -286,9 +288,9 @@ GameState.prototype.update = function()
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if ( this.aiSprites.debug == true ) {
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function _draw_viewrect(x) {
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var r = x.viewRectangle();
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if ( isSet(r) )
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if ( isSet(r) == false )
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return;
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this.shadowTexture.context.fillStyle = 'rgb(128, 128, 128)';
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this.shadowTexture.context.fillStyle = 'rgb(128, 128, 255)';
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this.shadowTexture.context.fillRect(r.left,
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r.top,
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r.width,
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@@ -297,7 +299,7 @@ GameState.prototype.update = function()
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this.aiSprites.forEach(_draw_viewrect, this);
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function _draw_aipath(x) {
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var p = x.path;
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if ( isSet(p) )
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if ( isSet(p) == false)
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return;
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this.shadowTexture.context.fillStyle = 'rgb(255, 128, 128)';
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p.forEach(function(r) {
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