People keep chasing the guards even after touching the light
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@@ -380,25 +380,24 @@ var AISprite = function(game, x, y, key, frame) {
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this.action_reportplayer = function()
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this.action_reportplayer = function()
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{
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{
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if ( (this.path.length < 1) || this.path_index >= this.path.length) {
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if ( (this.path.length < 1) || this.path_index >= this.path.length) {
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if ( hasState(this, STATE_RUNNINGTOLIGHT) == false ) {
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if ( this.target == null &&
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hasState(this, STATE_RUNNINGTOLIGHT) == false ) {
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var aiSprites = game.state.states.game.aiSprites;
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var aiSprites = game.state.states.game.aiSprites;
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this.target = nearestInGroup(this, aiSprites, "townsfolk-guard");
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this.target = nearestInGroup(this, aiSprites, "townsfolk-guard");
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} else {
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} else if ( hasState(this, STATE_RUNNINGTOLIGHT) == false ) {
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this.setAwarenessEffect(STATE_RELIEVED);
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return;
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}
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}
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if ( this.target !== null &&
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hasState(this, STATE_RUNNINGTOLIGHT) == false ) {
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if ( (game.physics.arcade.collide(this, this.target) == true) ) {
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this.path_tween_stop();
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this.path_tween_stop();
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this.path_purge();
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this.path_purge();
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var staticLights = game.state.states.game.staticLights;
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var staticLights = game.state.states.game.staticLights;
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this.target = nearestInGroup(this, staticLights);
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this.target = nearestInGroup(this, staticLights);
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console.log("Running to the nearest light");
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console.log("Running to the nearest light");
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console.log(this.target);
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console.log(this.target);
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addState(this, STATE_RUNNINGTOLIGHT);
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addState(this, STATE_RUNNINGTOLIGHT);
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}
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} else {
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this.setAwarenessEffect(STATE_RELIEVED);
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return;
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}
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}
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if ( this.target !== null ) {
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this.chasetarget(this.target,
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this.chasetarget(this.target,
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STATE_ALERTED,
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STATE_ALERTED,
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STATE_MOVING | STATE_RUNNING,
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STATE_MOVING | STATE_RUNNING,
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