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