Reworking the junkmap

This commit is contained in:
2014-06-12 23:26:37 -07:00
parent d0d4fd9c0f
commit 2668f3a734

View File

@@ -815,13 +815,11 @@ GameState.prototype.create = function()
this.map_collision_layers.push(layer);
}
layer.resizeWorld();
} else if ( lp['type'] == "objects" ) {
ogrp = game.add.group();
console.log("this.map.createFromObjects(" + ln + ", "+ lp['gid'] +", null, 0, true, false, undefined, Light)");
this.map.createFromObjects(ln, lp['gid'], null, 0, true, false, ogrp, lp['class']);
}
}
this.map.createFromObjects('Lights', 97, null, 0, true, false, this.staticLights, lp['class']);
player = this.add.sprite((3 * 32), (17 * 32), 'player');
this.physics.arcade.enable(player);
player.body.center = new Phaser.Point(player.body.width / 2, player.body.height + player.body.halfHeight);