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