Phaser.Plugin.GamygdalaExpression Class
This Phaser plugin class renders the emotions in a crude way to visualize what happens to an agent It is provided for convenience, depends on Phaser functionality, and it is not suggested that this is the only (or even preferred) way emotions should be used in a game One is free to use emotions in any way (e.g. changing gameplay, storyline, enemy behaviour, using rendered faces on the actual sprites, etc..) See gamygdala_demo.html for a clear example of how to use this class.
Constructor
Phaser.Plugin.GamygdalaExpression
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game
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sprite
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agent
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[showOnlyMaxIntensity]
Parameters:
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game
Phaser.GameYour Phaser game
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sprite
Phaser.SpriteThe sprite to which this expression belongs
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agent
TUDelft.Gamygdala.AgentThe emotional agent who's emotional state will be expressed.
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[showOnlyMaxIntensity]
Boolean optionalSetting showOnlyMaxIntensity to true shows only the expression with the highest intensity. False or omitted results in showing all.
Item Index
Methods
Phaser.Plugin.GamygdalaExpression.update
()
This is run automatically when the Phaser plugins update is performed during the core game loop It renders the emotional expression for the sprite to whom the expression is coupled