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@@ -82,6 +82,7 @@ GameState.prototype.create = function()
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this.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN);
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controls = game.input.keyboard.createCursorKeys();
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controls.steal = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
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this.effectSprites = game.add.group();
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this.map.createFromObjects('EffectSprites', 5, 'player', 0, true, false, this.effectSprites, EffectSprite);
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@@ -215,6 +216,10 @@ GameState.prototype.check_input = function()
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velocityMod = 0;
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var newstate = 0;
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if ( controls.steal.justReleased() == true ) {
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addState(player, STATE_STEALING);
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}
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if ( controls.up.isDown) {
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if ( controls.up.shiftKey ) {
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newstate = (STATE_FACE_UP | STATE_MOVING | STATE_RUNNING);
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@@ -240,7 +245,7 @@ GameState.prototype.check_input = function()
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newstate = (STATE_FACE_RIGHT | STATE_MOVING );
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}
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} else {
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newstate = STATE_NONE;
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newstate = getFaceState(player);
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}
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setMovingState(player, newstate);
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@@ -301,9 +306,7 @@ GameState.prototype.update = function()
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return;
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if ( x.canSeeSprite(player, false) == true ) {
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x.lastSawPlayerAt = new Phaser.Sprite(game, player.x, player.y, null);
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if ( this.physics.arcade.collide(x, player) ) {
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x.setAwarenessEffect(STATE_ALERTED);
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} else if ( player.lightmeter >= x.sprite_can_see_lightmeter ) {
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if ( player.lightmeter >= x.sprite_can_see_lightmeter ) {
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x.setAwarenessEffect(STATE_ALERTED);
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} else {
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x.setAwarenessEffect(STATE_CONCERNED);
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@@ -318,7 +321,39 @@ GameState.prototype.update = function()
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x.setAwarenessEffect(STATE_UNAWARE);
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}
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}
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this.physics.arcade.collide(x, player);
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if ( this.physics.arcade.collide(x, player) == true )
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x.setAwarenessEffect(STATE_ALERTED);
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if ( hasState(player, STATE_STEALING) == true ) {
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delState(player, STATE_STEALING);
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var prevpos = player.body.position;
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player.body.position = new Phaser.Point();
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player.body.x = prevpos.x;
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player.body.y = prevpos.y;
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switch ( getFaceState(player) ) {
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case STATE_FACE_LEFT: {
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player.body.x -= STEAL_DISTANCE;
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break;
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}
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case STATE_FACE_RIGHT: {
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player.body.x += STEAL_DISTANCE;
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break;
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}
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case STATE_FACE_DOWN: {
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player.body.y += STEAL_DISTANCE;
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break;
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}
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case STATE_FACE_UP: {
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player.body.y -= STEAL_DISTANCE;
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break;
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}
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}
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if ( this.physics.arcade.collide(x, player) == true ) {
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x.sprite_has_treasure = false;
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player.score += moonlightTreasures[x.sprite_treasure]['value'];
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x.sprite_treasure = null;
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}
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player.body.position = prevpos;
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}
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}
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this.effectSprites.forEach(_inner_collide, this);
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