Refactoring

This commit is contained in:
Andrew Kesterson
2014-06-11 10:05:02 -07:00
parent f7f7ec52ba
commit 0499e4372a

View File

@@ -1,6 +1,4 @@
var game = new Phaser.Game(640, 480, Phaser.AUTO, '', { preload: preload, create: create, update: update });
var moonlightSettings = { var moonlightSettings = {
'map' : { 'map' : {
'tilesets': [ 'tilesets': [
@@ -143,13 +141,29 @@ var moonlightSettings = {
} }
}; };
function addAnimation(obj, anim) // Create torch objects
// Torch constructor
var Torch = function(game, x, y) {
Phaser.Sprite.call(this, game, x, y, 'player');
// Set the pivot point for this sprite to the center
this.anchor.setTo(0.5, 0.5);
};
// Torches are a type of Phaser.Sprite
Torch.prototype = Object.create(Phaser.Sprite.prototype);
Torch.prototype.constructor = Torch;
var Gamestate = function(game) {
}
Gamestate.prototype.addAnimation = function(obj, anim)
{ {
a = moonlightSettings['animations'][anim] a = moonlightSettings['animations'][anim]
obj.animations.add(anim, a['frames'], a['speed'], a['loop']) obj.animations.add(anim, a['frames'], a['speed'], a['loop'])
} }
function preload() Gamestate.prototype.preload = function()
{ {
for (var k in moonlightSettings['map']['tilesets']) { for (var k in moonlightSettings['map']['tilesets']) {
var ts = moonlightSettings['map']['tilesets'][k]; var ts = moonlightSettings['map']['tilesets'][k];
@@ -169,7 +183,7 @@ function preload()
Phaser.Tilemap.TILED_JSON); Phaser.Tilemap.TILED_JSON);
} }
function create() Gamestate.prototype.create = function()
{ {
map = this.add.tilemap('map'); map = this.add.tilemap('map');
for (var k in moonlightSettings['map']['tilesets']) { for (var k in moonlightSettings['map']['tilesets']) {
@@ -218,10 +232,9 @@ function create()
this.movingLight = new Torch(game, game.width/2, game.height/2); this.movingLight = new Torch(game, game.width/2, game.height/2);
this.lights.add(this.movingLight); this.lights.add(this.movingLight);
this.updateShadowTexture = updateShadowTexture
} }
updateShadowTexture = function() { Gamestate.prototype.updateShadowTexture = function() {
// This function updates the shadow texture (this.shadowTexture). // This function updates the shadow texture (this.shadowTexture).
// First, it fills the entire texture with a dark shadow color. // First, it fills the entire texture with a dark shadow color.
// Then it draws a white circle centered on the pointer position. // Then it draws a white circle centered on the pointer position.
@@ -256,20 +269,7 @@ updateShadowTexture = function() {
this.shadowTexture.dirty = true; this.shadowTexture.dirty = true;
}; };
// Create torch objects Gamestate.prototype.setSpriteMovement = function(spr, running, dir)
// Torch constructor
var Torch = function(game, x, y) {
Phaser.Sprite.call(this, game, x, y, 'player');
// Set the pivot point for this sprite to the center
this.anchor.setTo(0.5, 0.5);
};
// Torches are a type of Phaser.Sprite
Torch.prototype = Object.create(Phaser.Sprite.prototype);
Torch.prototype.constructor = Torch;
function setSpriteMovement(spr, running, dir)
{ {
var x = 0; var x = 0;
var y = 0; var y = 0;
@@ -299,7 +299,7 @@ function setSpriteMovement(spr, running, dir)
} }
} }
function check_input() Gamestate.prototype.check_input = function()
{ {
player.body.velocity.x = 0; player.body.velocity.x = 0;
@@ -321,7 +321,7 @@ function check_input()
} }
} }
function update() Gamestate.prototype.update = function()
{ {
if (game.time.fps !== 0) { if (game.time.fps !== 0) {
this.fpsText.setText(game.time.fps + ' FPS'); this.fpsText.setText(game.time.fps + ' FPS');
@@ -335,3 +335,6 @@ function update()
this.movingLight.y = player.y; this.movingLight.y = player.y;
this.updateShadowTexture(); this.updateShadowTexture();
} }
var game = new Phaser.Game(640, 480, Phaser.AUTO, '', { preload: preload, create: create, update: update });
game.state.add('game', GameState, true);