More map work
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@@ -760,6 +760,7 @@ var AISprite = function(game, x, y, key, frame) {
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if ( animkey == "" )
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if ( animkey == "" )
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return;
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return;
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this.bubble_immediate = true;
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this.clearWordBubble();
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this.clearWordBubble();
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this.awareness_effect = game.state.states.game.add.sprite(
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this.awareness_effect = game.state.states.game.add.sprite(
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this.x + 16,
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this.x + 16,
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@@ -772,9 +773,14 @@ var AISprite = function(game, x, y, key, frame) {
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this.enableWordBubble = function() {
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this.enableWordBubble = function() {
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this.enable_word_bubble = true;
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this.enable_word_bubble = true;
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this.timer = game.time.create(false);
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this.timer = game.time.create(false);
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var timerdelta = 10000 + (game.rnd.integerInRange(0, 20) * 1000);
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if ( this.bubble_immediate == true ) {
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timerev = this.timer.add(timerdelta, this.setWordBubble, this);
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this.bubble_immediate = false;
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this.timer.start()
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this.setWordBubble();
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} else {
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var timerdelta = 10000 + (game.rnd.integerInRange(0, 20) * 1000);
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timerev = this.timer.add(timerdelta, this.setWordBubble, this);
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this.timer.start()
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}
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}
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}
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this.clearWordBubble = function() {
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this.clearWordBubble = function() {
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@@ -788,7 +794,9 @@ var AISprite = function(game, x, y, key, frame) {
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this.setWordBubble = function()
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this.setWordBubble = function()
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{
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{
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if ( this.bubble_text !== null || this.sprite_group == undefined || this.enable_world_bubble == false) {
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if ( this.bubble_text !== null ||
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this.sprite_group == undefined ||
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this.enable_world_bubble == false) {
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return;
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return;
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}
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}
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@@ -946,6 +954,7 @@ var AISprite = function(game, x, y, key, frame) {
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this.carries_light = 'false';
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this.carries_light = 'false';
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this.view_distance = 32 * 5;
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this.view_distance = 32 * 5;
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this.timer = null;
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this.timer = null;
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this.bubble_immediate = false;
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this.bubble_text = null;
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this.bubble_text = null;
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this.enable_word_bubble = false;
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this.enable_word_bubble = false;
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this.body.collideWorldBounds = true;
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this.body.collideWorldBounds = true;
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@@ -1024,7 +1033,7 @@ GameState.prototype.create = function()
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this.aiSprites.forEach(function(spr) {
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this.aiSprites.forEach(function(spr) {
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spr.update_new_values();
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spr.update_new_values();
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}, this)
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}, this)
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player = this.add.sprite((10 * 32), (17 * 32), 'player');
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player = this.add.sprite((19 * 32), (21 * 32), 'player');
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player.lightmeter = 0;
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player.lightmeter = 0;
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};
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};
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