diff --git a/moonlight/js/moonlight-skulk.js b/moonlight/js/moonlight-skulk.js index 35f450c..b406d0f 100644 --- a/moonlight/js/moonlight-skulk.js +++ b/moonlight/js/moonlight-skulk.js @@ -157,13 +157,13 @@ Torch.prototype.constructor = Torch; var GameState = function(game) { } -Gamestate.prototype.addAnimation = function(obj, anim) +GameState.prototype.addAnimation = function(obj, anim) { a = moonlightSettings['animations'][anim] obj.animations.add(anim, a['frames'], a['speed'], a['loop']) } -Gamestate.prototype.preload = function() +GameState.prototype.preload = function() { for (var k in moonlightSettings['map']['tilesets']) { var ts = moonlightSettings['map']['tilesets'][k]; @@ -183,7 +183,7 @@ Gamestate.prototype.preload = function() Phaser.Tilemap.TILED_JSON); } -Gamestate.prototype.create = function() +GameState.prototype.create = function() { map = this.add.tilemap('map'); for (var k in moonlightSettings['map']['tilesets']) { @@ -234,7 +234,7 @@ Gamestate.prototype.create = function() } -Gamestate.prototype.updateShadowTexture = function() { +GameState.prototype.updateShadowTexture = function() { // This function updates the shadow texture (this.shadowTexture). // First, it fills the entire texture with a dark shadow color. // Then it draws a white circle centered on the pointer position. @@ -269,7 +269,7 @@ Gamestate.prototype.updateShadowTexture = function() { this.shadowTexture.dirty = true; }; -Gamestate.prototype.setSpriteMovement = function(spr, running, dir) +GameState.prototype.setSpriteMovement = function(spr, running, dir) { var x = 0; var y = 0; @@ -299,7 +299,7 @@ Gamestate.prototype.setSpriteMovement = function(spr, running, dir) } } -Gamestate.prototype.check_input = function() +GameState.prototype.check_input = function() { player.body.velocity.x = 0; @@ -321,7 +321,7 @@ Gamestate.prototype.check_input = function() } } -Gamestate.prototype.update = function() +GameState.prototype.update = function() { if (game.time.fps !== 0) { this.fpsText.setText(game.time.fps + ' FPS');