Turned dynamic lights back on

This commit is contained in:
2014-06-12 00:21:22 -07:00
parent 2d769b5a89
commit 36360a0285

View File

@@ -530,7 +530,7 @@ GameState.prototype.create = function()
this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height); this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height);
// drop this lower to make the map darker // 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 // Create an object that will use the bitmap as a texture
this.shadowSprite = game.add.image(0, 0, this.shadowTexture); this.shadowSprite = game.add.image(0, 0, this.shadowTexture);
@@ -541,22 +541,22 @@ GameState.prototype.create = function()
// Create the lights // Create the lights
this.staticLights = game.add.group(); this.staticLights = game.add.group();
// for (i = 0; i < 20 ; i++ ) { for (i = 0; i < 20 ; i++ ) {
// this.staticLights.add( this.staticLights.add(
// new Light(game, new Light(game,
// game.rnd.integerInRange(0, game.width), game.rnd.integerInRange(0, game.width),
// game.rnd.integerInRange(0, game.height), game.rnd.integerInRange(0, game.height),
// game.rnd.integerInRange(0, 128), game.rnd.integerInRange(0, 128),
// game.rnd.realInRange(0.0, 1.0), game.rnd.realInRange(0.0, 1.0),
// [ [
// game.rnd.integerInRange(0, 255), game.rnd.integerInRange(0, 255),
// game.rnd.integerInRange(0, 255), game.rnd.integerInRange(0, 255),
// game.rnd.integerInRange(0, 255) game.rnd.integerInRange(0, 255)
// ], ],
// flicker = [true, false][game.rnd.integerInRange(0, 1)] flicker = [true, false][game.rnd.integerInRange(0, 1)]
// ) )
// ); );
// } }
//this.movingLight = new Light(game, game.width/2, game.height/2); //this.movingLight = new Light(game, game.width/2, game.height/2);
//this.lights.add(this.movingLight); //this.lights.add(this.movingLight);
} }
@@ -570,6 +570,7 @@ GameState.prototype.updateShadowTexture = function() {
// underneath it darker, while the white area is unaffected. // underneath it darker, while the white area is unaffected.
// Draw shadow // Draw shadow
this.shadowSprite.bringToFront();
this.shadowTexture.context.fillStyle = this.shadowTextureColor; this.shadowTexture.context.fillStyle = this.shadowTextureColor;
this.shadowTexture.context.fillRect(0, 0, game.world.width, game.world.height); this.shadowTexture.context.fillRect(0, 0, game.world.width, game.world.height);