diff --git a/moonlight/js/moonlight-skulk.js b/moonlight/js/moonlight-skulk.js index 1647609..f51997b 100644 --- a/moonlight/js/moonlight-skulk.js +++ b/moonlight/js/moonlight-skulk.js @@ -704,7 +704,6 @@ var AISprite = function(game, x, y, key, frame) { offset = [-32 * multiplier, 0]; size = [96, -this.view_distance]; } else { - console.log("I don't have a facing state?"); return null; } size[0] *= multiplier; @@ -729,21 +728,17 @@ var AISprite = function(game, x, y, key, frame) { var distance = (new Phaser.Line(spr.x, spr.y, this.x, this.y).length); if ( distance > vd ) { - console.log("Target is outside my view distance (" + distance + " vs " + vd + ")"); return false; } var viewrect = this.viewRectangle(); if ( viewrect == null ) { - console.log("I don't have a view rectangle"); return false; } var sprrect = positiveRectangle(spr.x, spr.y, 32, 32); if ( viewrect.intersects(sprrect) || viewrect.containsRect(sprrect) ) { return true; } - console.log("I have a view rectangle but it does not intersect or contain the target"); - console.log(viewrect, sprrect); return false; } @@ -905,7 +900,6 @@ var AISprite = function(game, x, y, key, frame) { return true; return false; } - console.log("this.blocked? " + f()); return f(); } @@ -937,8 +931,6 @@ var AISprite = function(game, x, y, key, frame) { tpath[i][0]*32, tpath[i][1]*32)); prevpoint = [tpath[i][0]*32, tpath[i][1]*32]; } - console.log("New path"); - console.log(this.path); return true; } @@ -985,7 +977,6 @@ var AISprite = function(game, x, y, key, frame) { tween); } } - console.log(this.path_tweens); if ( this.path_tweens.length > 0 ) this.path_tweens[0].start(); } @@ -1007,7 +998,6 @@ var AISprite = function(game, x, y, key, frame) { while ( this.seen_directions.indexOf(newdirection) !== -1 ) { newdirection = directions[game.rnd.integerInRange(0, 3)]; } - console.log("Setting new direction to " + newdirection); setMovingState(this, newdirection); this.animations.stop(); this.animations.play("bipedrun" + spriteFacing(this)); @@ -1028,15 +1018,12 @@ var AISprite = function(game, x, y, key, frame) { if ( this.path_index >= this.path.length ) { this.path_tween_stop(); - console.log("I am at the end of my path"); if ( (visual == false) || (this.canSeeSprite(target, false) == true )) { - console.log("I can see the target"); this.setAwarenessEffect(alertedState); this.path_set(target, true); this.path_tween_start(movingstate); } else { if ( this.rotation_timer == null ) { - console.log("I can't see the target - turning so I can"); this.rotation_timer = game.time.create(false); timerev = this.rotation_timer.add(250, this.turnUnseenDirection, this); this.rotation_timer.start() @@ -1044,7 +1031,6 @@ var AISprite = function(game, x, y, key, frame) { } } else { if ( this.path_set(target, this.blocked(true)) == true ) { - console.log("I just got a new path"); if ( (visual == false) || (this.canSeeSprite(target, false) == false )) { this.path_purge(); this.path_tween_stop(); @@ -1074,6 +1060,7 @@ var AISprite = function(game, x, y, key, frame) { for ( var i = 0 ; i < aiSprites.length; i++ ) { console.log("Checking out aiSprite[" + i + "]"); spr = aiSprites.getChildAt(i); + console.log(spr); if ( spr.sprite_group !== "townsfolk-guard" ) continue; var dist = new Phaser.Line(this.x, this.y, spr.x, spr.y);