Torch becomes Light, flicker becomes optional
This commit is contained in:
@@ -230,6 +230,7 @@ GameState.prototype.create = function()
|
||||
this.fpsText.fixedToCamera = true;
|
||||
|
||||
this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height);
|
||||
this.shadowTextureColor = 'rgb(10, 10, 10)';
|
||||
|
||||
// Create an object that will use the bitmap as a texture
|
||||
this.shadowSprite = game.add.image(0, 0, this.shadowTexture);
|
||||
@@ -269,11 +270,12 @@ GameState.prototype.updateShadowTexture = function() {
|
||||
// underneath it darker, while the white area is unaffected.
|
||||
|
||||
// Draw shadow
|
||||
this.shadowTexture.context.fillStyle = 'rgb(50, 50, 50)';
|
||||
this.shadowTexture.context.fillStyle = this.shadowTextureColor;
|
||||
this.shadowTexture.context.fillRect(0, 0, game.world.width, game.world.height);
|
||||
|
||||
// Iterate through each of the lights and draw the glow
|
||||
this.staticLights.forEach(function(light) {
|
||||
// Don't draw lights that aren't on screen
|
||||
var r1 = new Phaser.Rectangle(this.game.camera.x,
|
||||
this.game.camera.y,
|
||||
this.game.camera.width,
|
||||
@@ -281,8 +283,9 @@ GameState.prototype.updateShadowTexture = function() {
|
||||
if ( ! light.rect.intersects(r1) ) {
|
||||
return;
|
||||
}
|
||||
// Randomly change the radius each frame
|
||||
|
||||
if ( light.flicker ) {
|
||||
// Randomly change the radius each frame
|
||||
var radius = light.radius + game.rnd.integerInRange(1,10);
|
||||
} else {
|
||||
var radius = light.radius;
|
||||
|
||||
Reference in New Issue
Block a user