Merge branch 'master' of github.com:akesterson/moonlight-skulk
This commit is contained in:
@@ -24,19 +24,27 @@
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</div>
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<table>
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<tr>
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<td>
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<br/>Audio Volume
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<td rowspan=2>
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<ul>
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<li>Click New Game to start</li>
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<li>Arrow keys to walk</li>
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<li>Hold down SHIFT to run</li>
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<li>Face someone and press<br/>SPACE to steal</li>
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</ul>
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</td>
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<td>
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Audio Volume
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</td>
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<td>
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<br/><input type="range" id="uiMusicVolume" min="1" max="100" value="75"/>
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<input type="range" id="uiMusicVolume" min="1" max="100" value="75"/>
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</td>
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</tr>
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<tr>
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<td>
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<br/>Brightness
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Brightness
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</td>
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<td>
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<br/><input type="range" id="uiGamma" min="1" max="30" value="0"/>
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<input type="range" id="uiGamma" min="1" max="30" value="0"/>
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</td>
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</tr>
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</table>
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@@ -20,7 +20,7 @@ GameState.prototype.create = function()
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for (var ln in moonlightSettings['map']['layers']) {
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lp = moonlightSettings['map']['layers'][ln];
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if ( lp['type'] == "tiles" ) {
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layer = this.map.createLayer(ln);
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layer = this.map.createLayer(ln);
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this.map.setCollisionBetween(
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lp['collisionBetween'][0],
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lp['collisionBetween'][1],
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@@ -29,7 +29,10 @@ GameState.prototype.create = function()
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);
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if ( lp['inject_sprites'] == true ) {
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this.aiSprites = game.add.group();
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this.aiSprites.debug = true;
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this.aiSprites.debug = false;
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this.aiSpriteEffects = game.add.group();
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this.staticSounds = game.add.group();
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this.bubble_group = game.add.group();
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this.map.createFromObjects('AI', 3544, 'player', 0, true, false, this.aiSprites, AISprite);
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this.aiSprites.forEach(function(spr) {
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spr.update_new_values();
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@@ -71,7 +74,7 @@ GameState.prototype.create = function()
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this.map.height,
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pfgrid);
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pathfinder = new PF.AStarFinder({allowDiagonal: false});
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this.physics.arcade.enable(player);
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player.body.setSize(16, 16, 8, 16);
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player.body.center = new Phaser.Point(player.body.width / 2, player.body.height + player.body.halfHeight);
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@@ -111,16 +114,12 @@ GameState.prototype.create = function()
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light.update_new_values();
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}, this)
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this.aiSpriteEffects = game.add.group();
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this.staticSounds = game.add.group();
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this.map.createFromObjects('Sounds', 11, 'player', 0, true, false, this.staticSounds, SoundSprite);
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this.staticSounds.forEach(function(snd) {
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snd.update_new_values();
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}, this)
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this.bubble_group = game.add.group();
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this.uigroup = game.add.group();
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this.recentlyStolenGroup = game.add.group();
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this.game.time.advancedTiming = true;
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@@ -128,7 +127,7 @@ GameState.prototype.create = function()
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this.clock = new Date();
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this.clock.setHours(20, 00, 0, 0);
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this.clockTimer = game.time.create(true);
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this.clockTimer.repeat(DAYLIGHT_TIMER_REPEAT,
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this.clockTimer.repeat(DAYLIGHT_TIMER_REPEAT,
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DAYLIGHT_TIMER_REPEATCOUNT,
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this.updateClock,
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this);
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@@ -138,33 +137,33 @@ GameState.prototype.create = function()
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var hudoffset = game.camera.height - 68;
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this.hud = this.game.add.image(0, hudoffset, 'hud', 0, this.uigroup);
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this.hud_hourhand = this.game.add.sprite(39,
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hudoffset + 36,
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'clock_hourhand',
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0,
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this.hud_hourhand = this.game.add.sprite(39,
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hudoffset + 36,
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'clock_hourhand',
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0,
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this.uigroup);
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this.hud_hourhand.anchor.setTo(0.5, 0.5);
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this.hud_minutehand = this.game.add.sprite(39,
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hudoffset + 36,
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'clock_minutehand',
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0,
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this.hud_minutehand = this.game.add.sprite(39,
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hudoffset + 36,
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'clock_minutehand',
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0,
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this.uigroup);
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this.hud_minutehand.anchor.setTo(0.5, 0.5);
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this.hud_clockoverlay = this.game.add.image(39,
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hudoffset + 36,
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'clock_overlay',
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0,
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this.hud_clockoverlay = this.game.add.image(39,
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hudoffset + 36,
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'clock_overlay',
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0,
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this.uigroup);
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this.hud_clockoverlay.anchor.setTo(0.5, 0.5);
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// this.clockText = this.game.add.text(
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// 20, SCREEN_HEIGHT - 40, '', { font : '16px Arial', fill: '#ffffff' }, this.uigroup
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// );
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this.scoreTextBitmap = bitmapText('', FONTSIZE_MEDIUM);
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this.scoreText = this.game.add.image(484,
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480 - 68 + 31,
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this.scoreTextBitmap,
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this.scoreText = this.game.add.image(484,
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480 - 68 + 31,
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this.scoreTextBitmap,
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0,
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this.uigroup);
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@@ -174,7 +173,7 @@ GameState.prototype.create = function()
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0,
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this.uigroup);
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this.lightbar.anchor.setTo(0, 0.5)
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this.uigroup.setAll('fixedToCamera', true);
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this.uigroup.setAll('fixedToCamera', true);
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}
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GameState.prototype.getClockGamma = function() {
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@@ -192,8 +191,8 @@ GameState.prototype.updateShadowTexture = function() {
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var cv = this.shadowTextureColor;
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var uigamma = parseInt(getDOMValue("uiGamma"));
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var clockgamma = this.getClockGamma();
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this.shadowTexture.context.fillStyle = ("rgb(" + (cv[0] + clockgamma + uigamma) +
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"," + (cv[1] + clockgamma + uigamma) +
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this.shadowTexture.context.fillStyle = ("rgb(" + (cv[0] + clockgamma + uigamma) +
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"," + (cv[1] + clockgamma + uigamma) +
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"," + (cv[2] + clockgamma + uigamma) + ")"
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);
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this.shadowTexture.context.fillRect(0, 0, game.world.width, game.world.height);
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@@ -316,7 +315,7 @@ GameState.prototype.update = function()
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layer = this.map_collision_layers[ln];
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this.physics.arcade.collide(player, layer);
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}
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function _fix_audio_relative(x) {
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x.adjust_relative_to(player);
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}
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@@ -352,7 +351,7 @@ GameState.prototype.update = function()
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x.sawPlayer(game, player);
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x.setAwarenessEffect(STATE_ALERTED);
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}
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if ( hasState(player, STATE_STEALING) == true &&
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if ( hasState(player, STATE_STEALING) == true &&
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x.sprite_has_treasure == true ) {
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var prevpos = player.body.position;
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var prevwidth = player.body.width;
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@@ -432,14 +431,14 @@ GameState.prototype.update = function()
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_AI_collide);
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this.updateShadowTexture();
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if ( this.aiSprites.debug == false ) {
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if ( this.aiSprites.debug == true ) {
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function _draw_viewrect(x) {
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var r = x.viewRectangle();
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if ( isSet(r) == false )
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if ( isSet(r) == false )
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return;
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this.shadowTexture.context.fillStyle = 'rgb(128, 128, 255)';
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this.shadowTexture.context.fillRect(r.left,
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r.top,
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this.shadowTexture.context.fillRect(r.left,
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r.top,
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r.width,
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r.height);
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}
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@@ -450,8 +449,8 @@ GameState.prototype.update = function()
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return;
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this.shadowTexture.context.fillStyle = 'rgb(255, 128, 128)';
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p.forEach(function(r) {
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this.shadowTexture.context.fillRect(r.start.x,
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r.start.y,
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this.shadowTexture.context.fillRect(r.start.x,
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r.start.y,
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r.end.x - r.start.x,
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r.end.y - r.start.y);
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}, this);
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@@ -459,7 +458,7 @@ GameState.prototype.update = function()
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this.aiSprites.forEach(_draw_aipath, this);
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}
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var clockhour = this.clock.getHours();
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if ( this.clock.getHours() > 12 )
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if ( this.clock.getHours() > 12 )
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clockhour -= 12;
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this.hud_hourhand.frame = parseInt((5 * clockhour) + (0.083 * this.clock.getMinutes()));
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this.hud_minutehand.frame = this.clock.getMinutes();
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@@ -483,6 +482,8 @@ GameState.prototype.shutdown = function()
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}, this);
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this.aiSprites.destroy();
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this.aiSprites = null;
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this.aiSpriteEffects.destroy();
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this.aiSpriteEffects = null;
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this.uigroup.destroy();
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this.uigroup = null;
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this.recentlyStolenGroup.destroy();
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@@ -533,8 +534,8 @@ var Preloader = function(game) {
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Preloader.prototype.preload = function()
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{
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this.background = game.add.image(0, 0, 'background');
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this.loadingText = textImage(game.world.centerX,
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game.world.centerY,
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this.loadingText = textImage(game.world.centerX,
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game.world.centerY,
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"Loading...",
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FONTSIZE_MEDIUM);
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this.loadingText.anchor.setTo(0.5, 0.5);
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@@ -550,8 +551,8 @@ Preloader.prototype.preload = function()
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'gears');
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addAnimation(this.loadingGears, 'spingears');
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this.loadingGears.animations.play('spingears');
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this.lightbar = game.add.image(game.world.centerX - (193/2) + 32,
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280 - 18,
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this.lightbar = game.add.image(game.world.centerX - (193/2) + 32,
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280 - 18,
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'lightbar');
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game.load.setPreloadSprite(this.lightbar, 0);
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Reference in New Issue
Block a user