From 36360a02857d2bb04bc7d0957344f0fa5cb00f34 Mon Sep 17 00:00:00 2001 From: Andrew Kesterson Date: Thu, 12 Jun 2014 00:21:22 -0700 Subject: [PATCH] Turned dynamic lights back on --- moonlight/js/moonlight-skulk.js | 35 +++++++++++++++++---------------- 1 file changed, 18 insertions(+), 17 deletions(-) diff --git a/moonlight/js/moonlight-skulk.js b/moonlight/js/moonlight-skulk.js index fa01509..45a38ec 100644 --- a/moonlight/js/moonlight-skulk.js +++ b/moonlight/js/moonlight-skulk.js @@ -530,7 +530,7 @@ GameState.prototype.create = function() this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height); // drop this lower to make the map darker - this.shadowTextureColor = 'rgb(255, 255, 255)'; + this.shadowTextureColor = 'rgb(30, 30, 30)'; // Create an object that will use the bitmap as a texture this.shadowSprite = game.add.image(0, 0, this.shadowTexture); @@ -541,22 +541,22 @@ GameState.prototype.create = function() // Create the lights this.staticLights = game.add.group(); - // for (i = 0; i < 20 ; i++ ) { - // this.staticLights.add( - // new Light(game, - // game.rnd.integerInRange(0, game.width), - // game.rnd.integerInRange(0, game.height), - // game.rnd.integerInRange(0, 128), - // game.rnd.realInRange(0.0, 1.0), - // [ - // game.rnd.integerInRange(0, 255), - // game.rnd.integerInRange(0, 255), - // game.rnd.integerInRange(0, 255) - // ], - // flicker = [true, false][game.rnd.integerInRange(0, 1)] - // ) - // ); - // } + for (i = 0; i < 20 ; i++ ) { + this.staticLights.add( + new Light(game, + game.rnd.integerInRange(0, game.width), + game.rnd.integerInRange(0, game.height), + game.rnd.integerInRange(0, 128), + game.rnd.realInRange(0.0, 1.0), + [ + game.rnd.integerInRange(0, 255), + game.rnd.integerInRange(0, 255), + game.rnd.integerInRange(0, 255) + ], + flicker = [true, false][game.rnd.integerInRange(0, 1)] + ) + ); + } //this.movingLight = new Light(game, game.width/2, game.height/2); //this.lights.add(this.movingLight); } @@ -570,6 +570,7 @@ GameState.prototype.updateShadowTexture = function() { // underneath it darker, while the white area is unaffected. // Draw shadow + this.shadowSprite.bringToFront(); this.shadowTexture.context.fillStyle = this.shadowTextureColor; this.shadowTexture.context.fillRect(0, 0, game.world.width, game.world.height);