diff --git a/moonlight/js/moonlight-skulk.js b/moonlight/js/moonlight-skulk.js index 0c466de..03fe2ce 100644 --- a/moonlight/js/moonlight-skulk.js +++ b/moonlight/js/moonlight-skulk.js @@ -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,