diff --git a/moonlight/js/moonlight-skulk.js b/moonlight/js/moonlight-skulk.js index 817c1e1..2c20de2 100644 --- a/moonlight/js/moonlight-skulk.js +++ b/moonlight/js/moonlight-skulk.js @@ -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;