Move treasure glint sprites above the shadow layer to make them easier to see

This commit is contained in:
2014-06-29 11:03:23 -07:00
parent 830ebe2261
commit a7eb935f54
3 changed files with 3 additions and 3 deletions

View File

@@ -86,7 +86,7 @@ var AISprite = function(game, x, y, key, frame) {
this.glint_effect.anchor.setTo(0.5, 0.5); this.glint_effect.anchor.setTo(0.5, 0.5);
this.glint_effect.play('glint', null, false, true); this.glint_effect.play('glint', null, false, true);
this.glint_timer = game.time.create(false); this.glint_timer = game.time.create(false);
this.glint_timer.add(game.rnd.integerInRange(5000, 15000), this.glint_timer.add(game.rnd.integerInRange(5000, 10000),
this.runGlintEffect, this.runGlintEffect,
this); this);
tween = game.add.tween(this.glint_effect); tween = game.add.tween(this.glint_effect);

View File

@@ -36,7 +36,6 @@ GameState.prototype.create = function()
this.aiSprites.forEach(function(spr) { this.aiSprites.forEach(function(spr) {
spr.update_new_values(); spr.update_new_values();
}, this) }, this)
this.aiSpriteEffects = game.add.group();
player = this.add.sprite((19 * 32), (21 * 32), 'player'); player = this.add.sprite((19 * 32), (21 * 32), 'player');
player.score = 0; player.score = 0;
player.lightmeter = 0; player.lightmeter = 0;
@@ -103,6 +102,8 @@ GameState.prototype.create = function()
light.update_new_values(); light.update_new_values();
}, this) }, this)
this.aiSpriteEffects = game.add.group();
this.staticSounds = game.add.group(); this.staticSounds = game.add.group();
this.map.createFromObjects('Sounds', 11, 'player', 0, true, false, this.staticSounds, SoundSprite); this.map.createFromObjects('Sounds', 11, 'player', 0, true, false, this.staticSounds, SoundSprite);
this.staticSounds.forEach(function(snd) { this.staticSounds.forEach(function(snd) {

View File

@@ -107,7 +107,6 @@ function nearestWalkableTile(spr)
} }
} }
} }
throw "No walkable tile found near (" + spr.x + "," + spr.y + ")";
} }
if ( grid.nodes[sprgridy][sprgridx].walkable == true ) if ( grid.nodes[sprgridy][sprgridx].walkable == true )