Reworking the junkmap

This commit is contained in:
2014-06-12 23:30:44 -07:00
parent ee37dc94e7
commit 3d1bc45544

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@@ -47,7 +47,6 @@ var Light = function(game, x, y, key, frame, radius, fade, color, flicker) {
Light.prototype = Object.create(Phaser.Sprite.prototype);
Light.prototype.constructor = Light;
var moonlightSettings = {
'map' : {
'tilesets': [
@@ -863,7 +862,9 @@ GameState.prototype.create = function()
// Create the lights
this.staticLights = game.add.group();
this.map.createFromObjects('Lights', 97, null, 0, true, false, this.staticLights, Light);
//this.map.createFromObjects('Lights', 97, null, 0, true, false, this.staticLights, Light);
this.map.createFromObjects('Lights', 97, 'player', 0);
// for (i = 0; i < 50 ; i++ ) {
// this.staticLights.add(
// new Light(game,
@@ -899,6 +900,7 @@ GameState.prototype.updateShadowTexture = function() {
// Iterate through each of the lights and draw the glow
this.staticLights.forEach(function(light) {
console.log("Drawing light " + light);
// Don't draw lights that aren't on screen
var r1 = new Phaser.Rectangle(this.game.camera.x,
this.game.camera.y,