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