From b0c4cace849ec9f7bf7512644fad4d060dbb88da Mon Sep 17 00:00:00 2001 From: Andrew Kesterson Date: Sat, 14 Jun 2014 00:12:00 -0700 Subject: [PATCH] Add positional sounds from the tilemap --- moonlight/js/moonlight-skulk.js | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/moonlight/js/moonlight-skulk.js b/moonlight/js/moonlight-skulk.js index 23537d9..4a7d269 100644 --- a/moonlight/js/moonlight-skulk.js +++ b/moonlight/js/moonlight-skulk.js @@ -47,7 +47,6 @@ var Light = function(game, x, y, key, frame, radius, fade, color_start, color_st this.always_render = always_render this.rect = new Phaser.Rectangle(this.x - radius, this.y - radius, radius * 2, radius * 2) this.flicker = flicker; - console.log(this); }; // Lightes are a type of Phaser.Sprite @@ -78,7 +77,7 @@ function SoundSprite(game, x, y, key, frame, this.sound_position = ( typeof sound_position == undefined ? parseInt(sound_position) : 1.0 ); this.sound_loop = ( typeof sound_loop == undefined ? Boolean(sound_loop) : true ); this.sound_forcerestart = ( typeof sound_forcerestart == undefined ? Boolean(sound_forcerestart) : true ); - this.sound_nofade = (typeof sound_nofade == undefined ? Boolean(sound_alwaysplay) : false); + this.sound_nofade = (typeof sound_nofade == undefined ? Boolean(sound_nofade) : false); this.sound = null; } @@ -100,6 +99,7 @@ SoundSprite.prototype.update_new_values = function() { this.sound_volume, this.sound_loop, this.sound_forcerestart); + console.log(this); } SoundSprite.prototype.adjust_relative_to = function(spr) {