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9ece4e6db8
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@@ -3,6 +3,11 @@ moonlight-skulk
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moonlight-skulk is the working title for a stealth game wherein you have 8 game hours to steal as much loot as you can before being detected, or before the sun rises.
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Development Discontinued
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========
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My employer has requested that I stop all work on this project. Sorry folks.
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Development notes
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======
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@@ -24,19 +24,27 @@
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</div>
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<table>
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<tr>
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<td>
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<br/>Audio Volume
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<td rowspan=2>
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<ul>
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<li>Click New Game to start</li>
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<li>Arrow keys to walk</li>
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<li>Hold down SHIFT to run</li>
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<li>Face someone and press<br/>SPACE to steal</li>
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</ul>
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</td>
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<td>
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Audio Volume
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</td>
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<td>
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<br/><input type="range" id="uiMusicVolume" min="1" max="100" value="75"/>
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<input type="range" id="uiMusicVolume" min="1" max="100" value="75"/>
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</td>
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</tr>
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<tr>
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<td>
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<br/>Brightness
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Brightness
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</td>
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<td>
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<br/><input type="range" id="uiGamma" min="1" max="30" value="0"/>
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<input type="range" id="uiGamma" min="1" max="30" value="0"/>
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</td>
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</tr>
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</table>
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@@ -4,8 +4,6 @@ var GameState = function(game) {
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GameState.prototype.updateClock = function()
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{
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this.clock.setSeconds(this.clock.getSeconds() + 1);
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if ( this.clock.getSeconds() == 59)
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player.score += SCORE_PERSECOND;
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this.clock.setMilliseconds(0);
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}
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@@ -31,7 +29,10 @@ GameState.prototype.create = function()
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);
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if ( lp['inject_sprites'] == true ) {
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this.aiSprites = game.add.group();
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this.aiSprites.debug = true;
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this.aiSprites.debug = false;
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this.aiSpriteEffects = game.add.group();
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this.staticSounds = game.add.group();
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this.bubble_group = game.add.group();
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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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@@ -91,6 +92,7 @@ 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.run = game.input.keyboard.addKey(Phaser.Keyboard.SHIFT);
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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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@@ -112,16 +114,12 @@ GameState.prototype.create = function()
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light.update_new_values();
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}, this)
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this.aiSpriteEffects = game.add.group();
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this.staticSounds = game.add.group();
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this.map.createFromObjects('Sounds', 11, 'player', 0, true, false, this.staticSounds, SoundSprite);
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this.staticSounds.forEach(function(snd) {
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snd.update_new_values();
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}, this)
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this.bubble_group = game.add.group();
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this.uigroup = game.add.group();
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this.recentlyStolenGroup = game.add.group();
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this.game.time.advancedTiming = true;
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@@ -162,10 +160,12 @@ GameState.prototype.create = function()
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// 20, SCREEN_HEIGHT - 40, '', { font : '16px Arial', fill: '#ffffff' }, this.uigroup
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// );
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this.scoreText = this.game.add.text(
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SCREEN_WIDTH - 80, SCREEN_HEIGHT - 30, '',
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{ font: '16px Arial', fill: '#ffffff' }, this.uigroup
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);
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this.scoreTextBitmap = bitmapText('', FONTSIZE_MEDIUM);
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this.scoreText = this.game.add.image(484,
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480 - 68 + 31,
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this.scoreTextBitmap,
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0,
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this.uigroup);
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this.lightbar = this.game.add.sprite(256,
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hudoffset + 7 + 6,
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@@ -245,25 +245,25 @@ GameState.prototype.check_input = function()
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}
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if ( controls.up.isDown) {
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if ( controls.up.shiftKey ) {
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if ( controls.run.isDown ) {
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newstate = (STATE_FACE_UP | STATE_MOVING | STATE_RUNNING);
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} else {
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newstate = (STATE_FACE_UP | STATE_MOVING );
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}
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} else if ( controls.down.isDown ) {
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if ( controls.down.shiftKey ) {
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if ( controls.run.isDown ) {
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newstate = (STATE_FACE_DOWN | STATE_MOVING | STATE_RUNNING);
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} else {
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newstate = (STATE_FACE_DOWN | STATE_MOVING );
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}
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} else if ( controls.left.isDown ) {
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if ( controls.left.shiftKey ) {
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if ( controls.run.isDown ) {
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newstate = (STATE_FACE_LEFT | STATE_MOVING | STATE_RUNNING);
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} else {
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newstate = (STATE_FACE_LEFT | STATE_MOVING );
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}
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} else if ( controls.right.isDown ) {
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if ( controls.right.shiftKey ) {
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if ( controls.run.isDown ) {
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newstate = (STATE_FACE_RIGHT | STATE_MOVING | STATE_RUNNING);
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} else {
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newstate = (STATE_FACE_RIGHT | STATE_MOVING );
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@@ -300,7 +300,7 @@ GameState.prototype.update_player_lightmeter = function() {
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}, this)
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player.lightmeter += lightValue;
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player.lightmeter = Math.min(player.lightmeter, 1.0);
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this.lightbar.scale.y = player.lightmeter;
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this.lightbar.scale.x = player.lightmeter;
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this.lightbar.alpha = 0.5 + (player.lightmeter / 2);
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//this.lightbar_crop.width = ((this.lightbar_image.width) * player.lightmeter);
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//this.lightbar.crop(this.lightbar_crop);
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@@ -431,7 +431,7 @@ GameState.prototype.update = function()
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_AI_collide);
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this.updateShadowTexture();
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if ( this.aiSprites.debug == false ) {
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if ( this.aiSprites.debug == true ) {
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function _draw_viewrect(x) {
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var r = x.viewRectangle();
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if ( isSet(r) == false )
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@@ -462,8 +462,7 @@ GameState.prototype.update = function()
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clockhour -= 12;
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this.hud_hourhand.frame = parseInt((5 * clockhour) + (0.083 * this.clock.getMinutes()));
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this.hud_minutehand.frame = this.clock.getMinutes();
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// this.clockText.setText("" + this.clock.getHours() + ":" + this.clock.getMinutes() + ":" + this.clock.getSeconds());
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this.scoreText.setText("" + player.score);
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this.scoreTextBitmap.setText("$ " + player.score);
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}
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GameState.prototype.shutdown = function()
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@@ -483,6 +482,8 @@ GameState.prototype.shutdown = function()
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}, this);
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this.aiSprites.destroy();
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this.aiSprites = null;
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this.aiSpriteEffects.destroy();
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this.aiSpriteEffects = null;
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this.uigroup.destroy();
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this.uigroup = null;
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this.recentlyStolenGroup.destroy();
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@@ -540,7 +541,7 @@ Preloader.prototype.preload = function()
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this.loadingText.anchor.setTo(0.5, 0.5);
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this.creditText = textImage(game.world.centerX,
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480 - 16,
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"Featuring Art by Peter Hann (www.peter-hann.com)",
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"Featuring Art by Peter Hann (www.phann.de)",
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FONTSIZE_SMALL);
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this.creditText.anchor.setTo(0.5, 0.5);
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this.preloadTube = game.add.image(game.world.centerX, 280, 'loadingtube');
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@@ -300,10 +300,12 @@ function gridWithAISprites()
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// --- We have to normalize the (x,y) because this may be
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// called before the sprites are rebounded back inside the map,
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// and these references will go out of bounds
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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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if ( getMoveState(spr) == false ) {
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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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}
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return grid;
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}
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Reference in New Issue
Block a user