Add wandering sprites back to map via map objects
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@@ -123,6 +123,32 @@
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"width":50,
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"x":0,
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"y":0
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},
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{
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"height":50,
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"name":"AI",
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"objects":[
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{
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"gid":3544,
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"height":0,
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"name":"FountainGuard",
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"properties":
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{
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"sprite_group":"townsfolk-guard",
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"sprite_name":"townsfolk-guard-1"
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},
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"type":"AISprites",
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"visible":true,
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"width":0,
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"x":863,
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"y":680
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}],
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"opacity":1,
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"type":"objectgroup",
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"visible":true,
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"width":50,
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"x":0,
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"y":0
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}],
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"orientation":"orthogonal",
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"properties":
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@@ -644,7 +644,7 @@ var moonlightDialog = {
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}
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};
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var AISprite = function(game, x, y, spritetype) {
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var AISprite = function(game, x, y, key, frame, spritetype) {
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this.enableWordBubble = function() {
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this.enable_word_bubble = true;
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}
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@@ -737,6 +737,13 @@ var AISprite = function(game, x, y, spritetype) {
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}
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}
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this.update_new_values = function() {
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this.loadTexture(this.sprite_group, 0);
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this.bubble = null;
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this.clearWordBubble();
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this.state = STATE_UNAWARE;
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}
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var spritenames_by_type = [
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'townsfolk-male-1',
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'townsfolk-male-2',
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@@ -749,18 +756,18 @@ var AISprite = function(game, x, y, spritetype) {
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'townsfolk-guard-1',
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'townsfolk-guard-2'
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];
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this.bubble = null;
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this.clearWordBubble();
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Phaser.Sprite.call(this, game, x, y, null);
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this.state = STATE_UNAWARE;
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Phaser.Sprite.call(this, game, x, y, spritenames_by_type[spritetype]);
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game.physics.arcade.enable(this);
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this.body.collideWorldBounds = true;
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var ARGH = spritenames_by_type[spritetype];
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ARGH = ARGH.split("-");
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this.sprite_group = ARGH[0] + "-" + ARGH[1];
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if ( (typeof this.sprite_name) !== undefined ) {
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this.sprite_name = spritenames_by_type[spritetype];
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} else {
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this.sprite_name = "townsfolk-male-1"
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}
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addAnimation(this, 'bipedwalkleft');
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addAnimation(this, 'bipedwalkright');
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@@ -770,6 +777,8 @@ var AISprite = function(game, x, y, spritetype) {
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addAnimation(this, 'bipedrunright');
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addAnimation(this, 'bipedrunup');
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addAnimation(this, 'bipedrundown');
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this.update_new_values();
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}
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AISprite.prototype = Object.create(Phaser.Sprite.prototype);
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@@ -828,6 +837,12 @@ GameState.prototype.create = function()
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if ( lp['inject_sprites'] == true ) {
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this.aiSprites = game.add.group();
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player = this.add.sprite((20 * 32), (25 * 32), 'player');
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this.map.createFromObjects('AI', 3544, 'player', 0, true, false, this.aiSprites, AISprite);
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this.aiSprites.forEach(function(spr) {
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spr.update_new_values();
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console.log(spr);
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}, this)
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};
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if ( lp['collides'] == true ) {
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this.map_collision_layers.push(layer);
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@@ -858,7 +873,6 @@ GameState.prototype.create = function()
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);
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this.fpsText.fixedToCamera = true;
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// Create the wandering sprites
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// for ( i = 0; i < 50 ; i++ ) {
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// this.aiSprites.add(
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// new AISprite(game,
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@@ -871,6 +885,7 @@ GameState.prototype.create = function()
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this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height);
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// drop this lower to make the map darker
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this.shadowTexturColor_Base = 30;
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this.shadowTextureColor = 'rgb(30, 30, 30)';
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//this.shadowTextureColor = 'rgb(255, 255, 255)';
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@@ -1008,7 +1023,7 @@ GameState.prototype.check_input = function()
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setSpriteMovement(player, controls.up.shiftKey, 'right');
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} else {
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player.animations.stop(null, true);
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}
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} else if ( controls.
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}
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GameState.prototype.update = function()
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