Making AI able to 'see' the player

This commit is contained in:
2014-06-14 16:20:05 -07:00
parent 6369d843d4
commit ccc369b569

View File

@@ -590,26 +590,26 @@ EffectSprite.prototype.constructor = EffectSprite;
var AISprite = function(game, x, y, key, frame) {
this.viewRectangle = function() {
if ( hasState(this, STATE_FACE_LEFT) ) {
var viewrect = new Phaser.Rectangle(this.x, this.y - 32,
this.x - this.view_distance,
this.y + 64);
return new Phaser.Rectangle(this.x, this.y - 32,
this.x - this.view_distance,
this.y + 64);
} else if ( hasState(this, STATE_FACE_RIGHT) ) {
var viewrect = new Phaser.Rectangle(this.x + 32, this.y - 32,
this.x + 32 + this.view_distance,
this.y + 64);
return new Phaser.Rectangle(this.x + 32, this.y - 32,
this.x + 32 + this.view_distance,
this.y + 64);
} else if ( hasState(this, STATE_FACE_DOWN) ) {
var viewrect = new Phaser.Rectangle(this.x - 32, this.y + 32,
this.x + 64,
this.y + 32 + this.view_distance);
return new Phaser.Rectangle(this.x - 32, this.y + 32,
this.x + 64,
this.y + 32 + this.view_distance);
} else if ( hasState(this, STATE_FACE_UP) ) {
var viewrect = new Phaser.Rectangle(this.x - 32, this.y,
this.x + 64,
this.y - this.view_distance);
return new Phaser.Rectangle(this.x - 32, this.y,
this.x + 64,
this.y - this.view_distance);
} else {
return null;
}
}
this.canSeeSprite = function(spr, debug) {
var xd = (spr.x - this.x);
if ( xd < 0 )