Reworking the junkmap

This commit is contained in:
2014-06-13 00:26:50 -07:00
parent 9ba7d1a547
commit acb3bf06b1

View File

@@ -159,13 +159,13 @@ var moonlightSettings = {
'collides': true, 'collides': true,
'collisionBetween': [0, 9999], 'collisionBetween': [0, 9999],
'type': 'tiles', 'type': 'tiles',
'inject_sprites': false 'inject_sprites': true
}, },
'0 - NonCollide Overlay - Ground Objects': { '0 - NonCollide Overlay - Ground Objects': {
'collides': false, 'collides': false,
'collisionBetween': [0, 9999], 'collisionBetween': [0, 9999],
'type': 'tiles', 'type': 'tiles',
'inject_sprites': true 'inject_sprites': false
} }
}, },
'path': 'gfx/map.json' 'path': 'gfx/map.json'
@@ -917,7 +917,6 @@ GameState.prototype.updateShadowTexture = function() {
// underneath it darker, while the white area is unaffected. // underneath it darker, while the white area is unaffected.
// Draw shadow // Draw shadow
//this.shadowSprite.bringToTop();
this.shadowTexture.context.fillStyle = this.shadowTextureColor; this.shadowTexture.context.fillStyle = this.shadowTextureColor;
this.shadowTexture.context.fillRect(0, 0, game.world.width, game.world.height); this.shadowTexture.context.fillRect(0, 0, game.world.width, game.world.height);