Close #13 : Brightness of the map now follows the clock

This commit is contained in:
2014-06-27 22:46:34 -07:00
parent 429e4398f5
commit cc25f7ca0c
2 changed files with 19 additions and 7 deletions

View File

@@ -88,7 +88,7 @@ GameState.prototype.create = function()
this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height);
// drop this lower to make the map darker
this.shadowTextureColor = [60, 60, 60];
this.shadowTextureColor = [20, 20, 20];
this.shadowSprite = game.add.image(0, 0, this.shadowTexture);
this.shadowSprite.blendMode = Phaser.blendModes.MULTIPLY;
@@ -114,7 +114,7 @@ GameState.prototype.create = function()
20, SCREEN_HEIGHT - 40, '', { font : '16px Arial', fill: '#ffffff' }, this.uigroup
);
this.clock = new Date();
this.clock.setHours(22, 0, 0, 0);
this.clock.setHours(20, 0, 0, 0);
this.clockTimer = game.time.create(true);
this.clockTimer.repeat(DAYLIGHT_TIMER_REPEAT,
DAYLIGHT_TIMER_REPEATCOUNT,
@@ -142,12 +142,24 @@ GameState.prototype.create = function()
this.uigroup.setAll('fixedToCamera', true);
}
GameState.prototype.getClockGamma = function() {
var clockgamma = 60 - this.clock.getMinutes();
if ( this.clock.getHours() >= 20 ) {
clockgamma += (23 - this.clock.getHours()) * 60;
} else {
clockgamma += this.clock.getHours() * 60;
}
clockgamma = parseInt(clockgamma / 6);
return clockgamma;
}
GameState.prototype.updateShadowTexture = function() {
var cv = this.shadowTextureColor;
var uigamma = parseInt(getDOMValue("uiGamma"));
this.shadowTexture.context.fillStyle = ("rgb(" + (cv[0]+uigamma) +
"," + (cv[1]+uigamma) +
"," + (cv[2]+uigamma) + ")"
var clockgamma = this.getClockGamma();
this.shadowTexture.context.fillStyle = ("rgb(" + (cv[0] + clockgamma + uigamma) +
"," + (cv[1] + clockgamma + uigamma) +
"," + (cv[2] + clockgamma + uigamma) + ")"
);
this.shadowTexture.context.fillRect(0, 0, game.world.width, game.world.height);
@@ -226,7 +238,7 @@ GameState.prototype.check_input = function()
GameState.prototype.update_player_lightmeter = function() {
var avg_shadow = Number(array_average(this.shadowTextureColor));
player.lightmeter = ((avg_shadow) / 255.0);
player.lightmeter = ((avg_shadow + this.getClockGamma()) / 255.0);
lightValue = 0;
this.staticLights.forEach(function(light) {
var left = player.x;