Working on AI behaviors

This commit is contained in:
2014-06-15 22:15:07 -07:00
parent e9408fa8c8
commit a5546adf19

View File

@@ -851,6 +851,51 @@ var AISprite = function(game, x, y, key, frame) {
this.bubble_text.position.y = ty;
}
this.action_chaseplayer = function()
{
console.log("I AM CHASING THE PLAYER");
}
this.action_reportplayer = function()
{
console.log("I AM REPORTING THE PLAYER");
}
this.action_huntplayer = function()
{
console.log("I AM HUNTING FOR THE PLAYER");
}
this.action_wander = function()
{
if ( this.sprite_canmove == false) {
return;
}
if ( game.rnd.integerInRange(0, 100) < 95 )
return;
if ( game.rnd.integerInRange(0, 100) > 90 ) {
newstate = STATE_RUNNING;
}
switch ( game.rnd.integerInRange(0, 4) ) {
case 0: {
newstate = newstate | (STATE_FACE_RIGHT | STATE_MOVING);
break;
}
case 1: {
newstate = newstate | (STATE_FACE_LEFT | STATE_MOVING);
break;
}
case 2: {
newstate = newstate | (STATE_FACE_UP | STATE_MOVING);
break;
}
case 3: {
newstate = newstate | (STATE_FACE_DOWN | STATE_MOVING);
}
}
setMovingState(this, newstate);
}
this.update = function()
{
var running = false;
@@ -878,33 +923,18 @@ var AISprite = function(game, x, y, key, frame) {
}
}
if ( this.sprite_canmove == false) {
return;
}
if ( game.rnd.integerInRange(0, 100) < 95 )
return;
if ( game.rnd.integerInRange(0, 100) > 90 ) {
newstate = STATE_RUNNING;
}
switch ( game.rnd.integerInRange(0, 4) ) {
case 0: {
newstate = newstate | (STATE_FACE_RIGHT | STATE_MOVING);
break;
if ( hasState(this, STATE_ALERTED) ) {
if ( this.sprite_group == "townsfolk-guard" ) {
this.action_chaseplayer();
} else {
this.action_reportplayer();
}
case 1: {
newstate = newstate | (STATE_FACE_LEFT | STATE_MOVING);
break;
} else if ( hasState(this, (STATE_CONCERNED | STATE_RELIEVED)) ) {
this.action_huntplayer();
} else {
this.action_wander();
}
case 2: {
newstate = newstate | (STATE_FACE_UP | STATE_MOVING);
break;
}
case 3: {
newstate = newstate | (STATE_FACE_DOWN | STATE_MOVING);
}
}
setMovingState(this, newstate);
setSpriteMovement(this);
}
@@ -962,6 +992,7 @@ var AISprite = function(game, x, y, key, frame) {
this.carries_light = 'false';
this.view_distance = 32 * 5;
this.timer = null;
this.origin = new Phaser.Point(x, y);
this.bubble_immediate = false;
this.bubble_text = null;
this.enable_word_bubble = false;