More wandering sprite work

This commit is contained in:
2014-06-11 22:05:54 -07:00
parent d594a83fdb
commit b16554cc93

View File

@@ -255,7 +255,7 @@ var Light = function(game, x, y, radius, fade, color, flicker) {
Light.prototype = Object.create(Phaser.Sprite.prototype); Light.prototype = Object.create(Phaser.Sprite.prototype);
Light.prototype.constructor = Light; Light.prototype.constructor = Light;
var WanderingSprite = function(game, x, y, spritetype) { var AISprite = function(game, x, y, spritetype) {
this.update = function() this.update = function()
{ {
if ( game.rnd.integerInRange(0, 100) < 95 ) if ( game.rnd.integerInRange(0, 100) < 95 )
@@ -311,8 +311,8 @@ var WanderingSprite = function(game, x, y, spritetype) {
addAnimation(this, 'bipedrundown'); addAnimation(this, 'bipedrundown');
} }
WanderingSprite.prototype = Object.create(Phaser.Sprite.prototype); AISprite.prototype = Object.create(Phaser.Sprite.prototype);
WanderingSprite.prototype.constructor = WanderingSprite; AISprite.prototype.constructor = AISprite;
var GameState = function(game) { var GameState = function(game) {
} }
@@ -380,10 +380,10 @@ GameState.prototype.create = function()
this.fpsText.fixedToCamera = true; this.fpsText.fixedToCamera = true;
// Create the wandering sprites // Create the wandering sprites
this.wanderingSprites = game.add.group(); this.aiSprites = game.add.group();
for ( i = 0; i < 20 ; i++ ) { for ( i = 0; i < 20 ; i++ ) {
this.wanderingSprites.add( this.aiSprites.add(
new WanderingSprite(game, new AISprite(game,
game.rnd.integerInRange(0, game.width), game.rnd.integerInRange(0, game.width),
game.rnd.integerInRange(0, game.height), game.rnd.integerInRange(0, game.height),
game.rnd.integerInRange(0, 10) game.rnd.integerInRange(0, 10)
@@ -538,7 +538,7 @@ GameState.prototype.update = function()
this.physics.arcade.collide(x, player); this.physics.arcade.collide(x, player);
} }
this.wanderingSprites.forEach(_inner_collide, this); this.aiSprites.forEach(_inner_collide, this);
this.updateShadowTexture(); this.updateShadowTexture();
} }