Reworking the junkmap

This commit is contained in:
2014-06-12 23:55:36 -07:00
parent d4d2d123b1
commit be113471ca

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@@ -33,13 +33,13 @@ var Light = function(game, x, y, key, frame, radius, fade, color_start, color_st
fade = ( typeof fade == undefined ? fade : 0.25);
radius = ( typeof radius == undefined ? radius : 64);
flicker = ( typeof flicker == undefined ? flicker : false);
console.log("Making a light : " + [x, y, key, frame, radius, fade, color, flicker]);
Phaser.Sprite.call(this, game, x, y, null);
// Set the pivot point for this sprite to the center
this.anchor.setTo(0.5, 0.5);
this.color = color;
this.color_start = color_start;
this.color_stop = color_stop;
this.radius = radius;
this.fade = radius * fade
this.rect = new Phaser.Rectangle(this.x - radius, this.y - radius, radius * 2, radius * 2)