Move treasure glint sprites above the shadow layer to make them easier to see
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@@ -86,7 +86,7 @@ var AISprite = function(game, x, y, key, frame) {
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this.glint_effect.anchor.setTo(0.5, 0.5);
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this.glint_effect.anchor.setTo(0.5, 0.5);
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this.glint_effect.play('glint', null, false, true);
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this.glint_effect.play('glint', null, false, true);
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this.glint_timer = game.time.create(false);
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this.glint_timer = game.time.create(false);
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this.glint_timer.add(game.rnd.integerInRange(5000, 15000),
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this.glint_timer.add(game.rnd.integerInRange(5000, 10000),
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this.runGlintEffect,
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this.runGlintEffect,
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this);
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this);
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tween = game.add.tween(this.glint_effect);
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tween = game.add.tween(this.glint_effect);
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@@ -36,7 +36,6 @@ GameState.prototype.create = function()
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this.aiSprites.forEach(function(spr) {
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this.aiSprites.forEach(function(spr) {
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spr.update_new_values();
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spr.update_new_values();
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}, this)
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}, this)
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this.aiSpriteEffects = game.add.group();
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player = this.add.sprite((19 * 32), (21 * 32), 'player');
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player = this.add.sprite((19 * 32), (21 * 32), 'player');
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player.score = 0;
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player.score = 0;
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player.lightmeter = 0;
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player.lightmeter = 0;
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@@ -103,6 +102,8 @@ GameState.prototype.create = function()
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light.update_new_values();
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light.update_new_values();
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}, this)
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}, this)
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this.aiSpriteEffects = game.add.group();
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this.staticSounds = game.add.group();
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this.staticSounds = game.add.group();
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this.map.createFromObjects('Sounds', 11, 'player', 0, true, false, this.staticSounds, SoundSprite);
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this.map.createFromObjects('Sounds', 11, 'player', 0, true, false, this.staticSounds, SoundSprite);
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this.staticSounds.forEach(function(snd) {
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this.staticSounds.forEach(function(snd) {
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@@ -107,7 +107,6 @@ function nearestWalkableTile(spr)
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}
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}
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}
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}
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}
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}
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throw "No walkable tile found near (" + spr.x + "," + spr.y + ")";
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}
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}
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if ( grid.nodes[sprgridy][sprgridx].walkable == true )
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if ( grid.nodes[sprgridy][sprgridx].walkable == true )
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