#3 : Hunting behavior partially implemented, character wanders around inside a box looking for the player. Needs to stop/turn, and for some reason the state never ends.

This commit is contained in:
2014-06-26 07:54:27 -07:00
parent 26c0ceb1ed
commit b1587926ab
3 changed files with 28 additions and 4 deletions

View File

@@ -461,7 +461,26 @@ var AISprite = function(game, x, y, key, frame) {
this.action_huntplayer = function() this.action_huntplayer = function()
{ {
console.log("I AM HUNTING FOR THE PLAYER"); console.log("I AM HUNTING FOR THE PLAYER");
setSpriteMovement(this); if ( this.path.length < 1 ||
this.path_index >= this.path.length ) {
var curmap = game.state.states.game.map;
var intgridx = parseInt(this.state_changed_at.x/32);
var intgridy = parseInt(this.state_changed_at.y/32);
var boundleft = Math.max(0, (intgridx - this.hunt_radius));
var boundtop = Math.max(0, (intgridy - this.hunt_radius));
var boundright = Math.min(curmap.width, (intgridx + this.hunt_radius));
var boundbottom = Math.min(curmap.height, (intgridy + this.hunt_radius));
var destx = game.rnd.integerInRange(boundleft, boundright);
var desty = game.rnd.integerInRange(boundtop, boundbottom);
this.target = new Phaser.Sprite(game, destx*32, desty*32, null);
}
if ( isSet(this.target) ) {
this.chasetarget(this.target,
STATE_NONE,
STATE_MOVING,
false
);
}
} }
this.action_wander = function() this.action_wander = function()
@@ -523,6 +542,7 @@ var AISprite = function(game, x, y, key, frame) {
this.clearWordBubble(); this.clearWordBubble();
this.state = STATE_UNAWARE; this.state = STATE_UNAWARE;
this.state_changed_at = new Phaser.Point(this.x, this.y); this.state_changed_at = new Phaser.Point(this.x, this.y);
this.hunt_radius = parseInt(this.hunt_radius);
this.sprite_can_see_lightmeter = Number(this.sprite_can_see_lightmeter); this.sprite_can_see_lightmeter = Number(this.sprite_can_see_lightmeter);
this.sprite_canmove = parseBoolean(this.sprite_canmove); this.sprite_canmove = parseBoolean(this.sprite_canmove);
this.sprite_awareness_duration = parseInt(this.sprite_awareness_duration); this.sprite_awareness_duration = parseInt(this.sprite_awareness_duration);
@@ -567,6 +587,7 @@ var AISprite = function(game, x, y, key, frame) {
this.path = []; this.path = [];
this.state_changed_at = new Phaser.Point(this.x, this.y); this.state_changed_at = new Phaser.Point(this.x, this.y);
this.target = null; this.target = null;
this.hunt_radius = 5;
this.path_tweens = []; this.path_tweens = [];
this.path_maximum_steps = 4; this.path_maximum_steps = 4;
this.awareness_change_enabled = true; this.awareness_change_enabled = true;

View File

@@ -1,9 +1,12 @@
SCREEN_WIDTH = 640;
SCREEN_HEIGHT = 480;
SPEED_WALKING = 8; SPEED_WALKING = 8;
SPEED_RUNNING = 14; SPEED_RUNNING = 14;
// Millisecond durations per tweens, per tile // Millisecond durations per tweens, per tile
TWEEN_DURATION_PERPIXEL_RUNNING = 5; TWEEN_DURATION_PERPIXEL_RUNNING = 6;
TWEEN_DURATION_PERPIXEL_WALKING = 9; TWEEN_DURATION_PERPIXEL_WALKING = 12;
TWEEN_DURATION_PERTILE_RUNNING = TWEEN_DURATION_PERPIXEL_RUNNING * 32; TWEEN_DURATION_PERTILE_RUNNING = TWEEN_DURATION_PERPIXEL_RUNNING * 32;
TWEEN_DURATION_PERTILE_WALKING = TWEEN_DURATION_PERPIXEL_WALKING * 32; TWEEN_DURATION_PERTILE_WALKING = TWEEN_DURATION_PERPIXEL_WALKING * 32;

View File

@@ -2,7 +2,7 @@
var pathfinder = null; var pathfinder = null;
var pathfinder_grid = null; var pathfinder_grid = null;
var game = new Phaser.Game(640, 480, Phaser.AUTO, ''); var game = new Phaser.Game(SCREEN_WIDTH, SCREEN_HEIGHT, Phaser.AUTO, '');
game.state.add('boot', Boot, false); game.state.add('boot', Boot, false);
game.state.add('preloader', Preloader, false); game.state.add('preloader', Preloader, false);