Reworking the junkmap

This commit is contained in:
2014-06-13 00:25:39 -07:00
parent 9a1079ae1a
commit 9ba7d1a547

View File

@@ -140,27 +140,32 @@ var moonlightSettings = {
'0 - NonCollide Base': {
'collides': false,
'collisionBetween': [0, 0],
'type': 'tiles'
'type': 'tiles',
'inject_sprites': false
},
'0 - Collide Base': {
'collides': true,
'collisionBetween': [0, 9999],
'type': 'tiles'
'type': 'tiles',
'inject_sprites': false
},
'0 - NonCollide Overlay - Pathways': {
'collides': false,
'collisionBetween': [0, 9999],
'type': 'tiles'
'type': 'tiles',
'inject_sprites': false
},
'0 - Collide Overlay - Ground Objects': {
'collides': true,
'collisionBetween': [0, 9999],
'type': 'tiles'
'type': 'tiles',
'inject_sprites': false
},
'0 - NonCollide Overlay - Ground Objects': {
'collides': false,
'collisionBetween': [0, 9999],
'type': 'tiles'
'type': 'tiles',
'inject_sprites': true
}
},
'path': 'gfx/map.json'
@@ -817,6 +822,10 @@ GameState.prototype.create = function()
lp['collides'],
ln
);
if ( lp['inject_sprites'] == true ) {
this.aiSprites = game.add.group();
player = this.add.sprite((3 * 32), (17 * 32), 'player');
};
if ( lp['collides'] == true ) {
layer.debug = true;
this.map_collision_layers.push(layer);
@@ -825,7 +834,6 @@ GameState.prototype.create = function()
}
}
player = this.add.sprite((3 * 32), (17 * 32), 'player');
this.physics.arcade.enable(player);
player.body.center = new Phaser.Point(player.body.width / 2, player.body.height + player.body.halfHeight);
player.body.collideWorldBounds = true;
@@ -850,7 +858,6 @@ GameState.prototype.create = function()
this.fpsText.fixedToCamera = true;
// Create the wandering sprites
this.aiSprites = game.add.group();
// for ( i = 0; i < 50 ; i++ ) {
// this.aiSprites.add(
// new AISprite(game,