Reworking the junkmap
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@@ -836,19 +836,20 @@ GameState.prototype.create = function()
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// Create the wandering sprites
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this.aiSprites = game.add.group();
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for ( i = 0; i < 50 ; i++ ) {
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this.aiSprites.add(
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new AISprite(game,
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game.rnd.integerInRange(0, game.world.width),
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game.rnd.integerInRange(0, game.world.height),
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game.rnd.integerInRange(0, 9)
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)
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);
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}
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// for ( i = 0; i < 50 ; i++ ) {
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// this.aiSprites.add(
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// new AISprite(game,
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// game.rnd.integerInRange(0, game.world.width),
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// game.rnd.integerInRange(0, game.world.height),
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// game.rnd.integerInRange(0, 9)
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// )
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// );
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// }
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this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height);
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// drop this lower to make the map darker
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this.shadowTextureColor = 'rgb(50, 50, 50)';
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//this.shadowTextureColor = 'rgb(50, 50, 50)';
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this.shadowTexturColor = 'rgb(255, 255, 255)';
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// Create an object that will use the bitmap as a texture
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this.shadowSprite = game.add.image(0, 0, this.shadowTexture);
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@@ -859,22 +860,22 @@ GameState.prototype.create = function()
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// Create the lights
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this.staticLights = game.add.group();
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for (i = 0; i < 50 ; i++ ) {
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this.staticLights.add(
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new Light(game,
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game.rnd.integerInRange(0, game.world.width),
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game.rnd.integerInRange(0, game.world.height),
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game.rnd.integerInRange(0, 128),
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game.rnd.realInRange(0.0, 1.0),
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[
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game.rnd.integerInRange(0, 255),
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game.rnd.integerInRange(0, 255),
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game.rnd.integerInRange(0, 255)
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],
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flicker = [true, false][game.rnd.integerInRange(0, 1)]
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)
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);
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}
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// for (i = 0; i < 50 ; i++ ) {
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// this.staticLights.add(
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// new Light(game,
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// game.rnd.integerInRange(0, game.world.width),
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// game.rnd.integerInRange(0, game.world.height),
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// game.rnd.integerInRange(0, 128),
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// game.rnd.realInRange(0.0, 1.0),
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// [
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// game.rnd.integerInRange(0, 255),
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// game.rnd.integerInRange(0, 255),
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// game.rnd.integerInRange(0, 255)
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// ],
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// flicker = [true, false][game.rnd.integerInRange(0, 1)]
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// )
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// );
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// }
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//this.movingLight = new Light(game, game.width/2, game.height/2);
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//this.lights.add(this.movingLight);
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}
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@@ -982,6 +983,7 @@ GameState.prototype.update = function()
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this.check_input();
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for (var layer in this.map_collision_layers ) {
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console.log("Colliding player with " + layer);
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this.physics.arcade.collide(player, layer);
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}
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