Reworking the junkmap
This commit is contained in:
@@ -23,6 +23,31 @@ SPRITE_TOWNSFOLK_FEMALE4 = 8;
|
||||
SPRITE_TOWNSFOLK_GUARD1 = 9;
|
||||
SPRITE_TOWNSFOLK_GUARD2 = 10;
|
||||
|
||||
// Create torch objects
|
||||
// Light constructor
|
||||
var Light = function(game, x, y, key, frame, radius, fade, color, flicker) {
|
||||
console.log("Making a light");
|
||||
color = ( typeof color == undefined ? [255, 255, 255] : color );
|
||||
fade = ( typeof fade == undefined ? 0.25 : fade );
|
||||
radius = ( typeof radius == undefined ? 64 : radius );
|
||||
flicker = ( typeof flicker == undefined ? false : flicker );
|
||||
Phaser.Sprite.call(this, game, x, y, null);
|
||||
|
||||
// Set the pivot point for this sprite to the center
|
||||
this.anchor.setTo(0.5, 0.5);
|
||||
this.color = color;
|
||||
this.radius = radius;
|
||||
this.fade = radius * fade
|
||||
this.rect = new Phaser.Rectangle(this.x - radius, this.y - radius, radius * 2, radius * 2)
|
||||
this.flicker = flicker;
|
||||
|
||||
};
|
||||
|
||||
// Lightes are a type of Phaser.Sprite
|
||||
Light.prototype = Object.create(Phaser.Sprite.prototype);
|
||||
Light.prototype.constructor = Light;
|
||||
|
||||
|
||||
var moonlightSettings = {
|
||||
'map' : {
|
||||
'tilesets': [
|
||||
@@ -126,7 +151,9 @@ var moonlightSettings = {
|
||||
'type': 'tiles'
|
||||
},
|
||||
'Lights': {
|
||||
'type': 'objects'
|
||||
'type': 'objects',
|
||||
'gid': 97,
|
||||
'class': Light
|
||||
}
|
||||
},
|
||||
'path': 'gfx/map.json'
|
||||
@@ -602,30 +629,6 @@ var moonlightDialog = {
|
||||
}
|
||||
};
|
||||
|
||||
// Create torch objects
|
||||
// Light constructor
|
||||
var Light = function(game, x, y, key, frame, radius, fade, color, flicker) {
|
||||
console.log("Making a light");
|
||||
color = ( typeof color == undefined ? [255, 255, 255] : color );
|
||||
fade = ( typeof fade == undefined ? 0.25 : fade );
|
||||
radius = ( typeof radius == undefined ? 64 : radius );
|
||||
flicker = ( typeof flicker == undefined ? false : flicker );
|
||||
Phaser.Sprite.call(this, game, x, y, null);
|
||||
|
||||
// Set the pivot point for this sprite to the center
|
||||
this.anchor.setTo(0.5, 0.5);
|
||||
this.color = color;
|
||||
this.radius = radius;
|
||||
this.fade = radius * fade
|
||||
this.rect = new Phaser.Rectangle(this.x - radius, this.y - radius, radius * 2, radius * 2)
|
||||
this.flicker = flicker;
|
||||
|
||||
};
|
||||
|
||||
// Lightes are a type of Phaser.Sprite
|
||||
Light.prototype = Object.create(Phaser.Sprite.prototype);
|
||||
Light.prototype.constructor = Light;
|
||||
|
||||
var AISprite = function(game, x, y, spritetype) {
|
||||
this.enableWordBubble = function() {
|
||||
this.enable_word_bubble = true;
|
||||
@@ -814,7 +817,7 @@ GameState.prototype.create = function()
|
||||
layer.resizeWorld();
|
||||
} else if ( lp['type'] == "objects" ) {
|
||||
console.log("this.map.createFromObjects(" + ln + ", "+ ln +", undefined, 0, true, false, undefined, Light)");
|
||||
this.map.createFromObjects(ln, ln, null, 0, true, false, undefined, Light);
|
||||
this.map.createFromObjects(ln, lp['gid'], null, 0, true, false, undefined, lp['class']);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user