Refactoring

This commit is contained in:
Andrew Kesterson
2014-06-11 10:06:32 -07:00
parent 06800b3cf5
commit 28ae5c4daf

View File

@@ -201,14 +201,14 @@ GameState.prototype.create = function()
this.physics.arcade.enable(player); this.physics.arcade.enable(player);
player.body.collideWorldBounds = true; player.body.collideWorldBounds = true;
addAnimation(player, 'bipedwalkleft'); this.addAnimation(player, 'bipedwalkleft');
addAnimation(player, 'bipedwalkright'); this.addAnimation(player, 'bipedwalkright');
addAnimation(player, 'bipedwalkup'); this.addAnimation(player, 'bipedwalkup');
addAnimation(player, 'bipedwalkdown'); this.addAnimation(player, 'bipedwalkdown');
addAnimation(player, 'bipedrunleft'); this.addAnimation(player, 'bipedrunleft');
addAnimation(player, 'bipedrunright'); this.addAnimation(player, 'bipedrunright');
addAnimation(player, 'bipedrunup'); this.addAnimation(player, 'bipedrunup');
addAnimation(player, 'bipedrundown'); this.addAnimation(player, 'bipedrundown');
this.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN); this.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN);
controls = game.input.keyboard.createCursorKeys(); controls = game.input.keyboard.createCursorKeys();
@@ -327,7 +327,7 @@ GameState.prototype.update = function()
this.fpsText.setText(game.time.fps + ' FPS'); this.fpsText.setText(game.time.fps + ' FPS');
} }
check_input(); this.check_input();
this.physics.arcade.collide(player, layer); this.physics.arcade.collide(player, layer);
this.lightSprite.x = game.camera.x; this.lightSprite.x = game.camera.x;
this.lightSprite.y = game.camera.y; this.lightSprite.y = game.camera.y;