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