Reworking the junkmap
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@@ -29,7 +29,7 @@ var game = new Phaser.Game(640, 480, Phaser.AUTO, '');
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// Light constructor
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// Light constructor
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var Light = function(game, x, y, key, frame, radius, fade, color_start, color_stop, flicker) {
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var Light = function(game, x, y, key, frame, radius, fade, color_start, color_stop, flicker) {
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color_start = ( typeof color_start == undefined ? color_start : 'rgba(255, 255, 255, 1.0)');
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color_start = ( typeof color_start == undefined ? color_start : 'rgba(255, 255, 255, 1.0)');
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color_stop = ( typeof color == undefined ? color_start : 'rgba(255, 255, 255, 0.0)');
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color_stop = ( typeof color_stop == undefined ? color_stop : 'rgba(255, 255, 255, 0.0)');
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fade = ( typeof fade == undefined ? fade : 0.25);
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fade = ( typeof fade == undefined ? fade : 0.25);
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radius = ( typeof radius == undefined ? radius : 64);
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radius = ( typeof radius == undefined ? radius : 64);
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flicker = ( typeof flicker == undefined ? flicker : false);
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flicker = ( typeof flicker == undefined ? flicker : false);
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@@ -38,6 +38,7 @@ var Light = function(game, x, y, key, frame, radius, fade, color_start, color_st
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// Set the pivot point for this sprite to the center
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// Set the pivot point for this sprite to the center
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this.anchor.setTo(0.5, 0.5);
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this.anchor.setTo(0.5, 0.5);
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this.color_start = color_start;
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this.color_start = color_start;
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this.color_stop = color_stop;
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this.color_stop = color_stop;
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this.radius = radius;
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this.radius = radius;
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