Close #51 : Set 'blocksvision = false' on a tile's properties to make it see through on a collision layer
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@@ -63,8 +63,21 @@ var AISprite = function(game, x, y, key, frame) {
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for ( var ctr = 1; ctr < viewcoords.length ; ctr++ ) {
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var coord = [parseInt(viewcoords[ctr][0]),
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parseInt(viewcoords[ctr][1])];
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if ( grid.nodes[coord[1]][coord[0]].walkable == false )
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return false;
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if ( grid.nodes[coord[1]][coord[0]].walkable == false ) {
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if ( grid.nodes[coord[1]][coord[0]].isAISprite == true )
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return false;
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tiles = tilesFromCollisionLayers(coord[0] * TILE_WIDTH,
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coord[1] * TILE_HEIGHT);
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for ( var i = 0; i < tiles.length ; i++ ) {
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// Default behavior is for all colliding tiles to block vision,
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// they have to set property 'blocksvision' == false to prevent it
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if ( (tiles[i].index != -1 &&
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isSet(tiles[i].properties['blocksvision']) == false) ||
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parseBoolean(tiles[i].properties['blocksvision']) == true )
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return false;
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}
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}
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}
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return true;
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}
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@@ -303,10 +303,56 @@ function gridWithAISprites()
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var normx = Math.max(parseInt(spr.x/32), 0);
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var normy = Math.max(parseInt(spr.y/32), 0);
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grid.nodes[normy][normx].walkable = false;
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grid.nodes[normy][normx].isAISprite = true;
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}
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return grid;
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}
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function getTileTileset(tile)
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{
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var last = null;
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game.state.states.game.map.tilesets.forEach(function(ts) {
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if ( isSet(last) == false && ts.firstgid < tile.index ) {
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last = ts;
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return;
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} else if ( isSet(last) == true &&
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ts.firstgid < tile.index &&
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ts.firstgid > last.firstgid ) {
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last = ts;
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return;
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}
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}, this);
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return last;
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}
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function setTileProperties(tile)
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{
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tile.properties = {};
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if ( tile.index == -1 ) {
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return;
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}
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var tileset = getTileTileset(tile);
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// Great, our tileset doesn't have any properties.
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if ( isSet(tileset.tileProperties) == false) {
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return;
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}
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tile.properties = tileset.tileProperties[tile.index - tileset.firstgid];
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if ( isSet(tile.properties) == false )
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tile.properties = {};
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}
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function tilesFromCollisionLayers(x, y)
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{
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layers = game.state.states.game.map_collision_layers;
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var res = [];
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layers.forEach(function(layer) {
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var tile = layer.getTiles(x, y, 1, 1)[0];
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setTileProperties(tile);
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res.push(tile);
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}, this);
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return res;
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}
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function stringifyInt(x)
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{
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return ("" + x);
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