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