diff --git a/moonlight/src/GameStates.js b/moonlight/src/GameStates.js index 9913f3d..6444c1d 100644 --- a/moonlight/src/GameStates.js +++ b/moonlight/src/GameStates.js @@ -332,6 +332,8 @@ GameState.prototype.update = function() if ( hasState(player, STATE_STEALING) == true && x.sprite_has_treasure == true ) { var prevpos = player.body.position; + var prevwidth = player.body.width; + var prevheight = player.body.height; player.body.position = new Phaser.Point(); player.body.x = prevpos.x; player.body.y = prevpos.y; @@ -390,6 +392,8 @@ GameState.prototype.update = function() rs.fixedToCamera = true; } player.body.position = prevpos; + player.body.width = prevwidth; + player.body.height = prevheight; } } diff --git a/moonlight/src/Util.js b/moonlight/src/Util.js index 2595d63..f95ee39 100644 --- a/moonlight/src/Util.js +++ b/moonlight/src/Util.js @@ -60,9 +60,7 @@ function nearestInGroup(sprite, group, sprite_group) { var nearest = null; var lastdist = 0.0; for ( var i = 0 ; i < group.length; i++ ) { - console.log("Checking distance to group[" + i + "]"); var spr = group.getChildAt(i); - console.log(spr); if ( (typeof sprite_group !== undefined) && spr.sprite_group !== sprite_group ) continue; @@ -342,6 +340,6 @@ function awardPlayerScoreByState(state) function getRandomTreasure() { var treasures = Object.keys(moonlightTreasures); - var treasure = treasures[game.rnd.integerInRange(0, treasures.length)]; + var treasure = treasures[game.rnd.integerInRange(0, treasures.length-1)]; return treasure; }