Close #13 : Brightness of the map now follows the clock
This commit is contained in:
@@ -27,7 +27,7 @@
|
|||||||
<table>
|
<table>
|
||||||
<tr>
|
<tr>
|
||||||
<td><input type="range" id="uiMusicVolume" min="1" max="100" value="75"/></td>
|
<td><input type="range" id="uiMusicVolume" min="1" max="100" value="75"/></td>
|
||||||
<td><input type="range" id="uiGamma" min="1" max="60" value="0"/></td>
|
<td><input type="range" id="uiGamma" min="1" max="30" value="0"/></td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr>
|
<tr>
|
||||||
<td><strong>Audio Volume</strong></td>
|
<td><strong>Audio Volume</strong></td>
|
||||||
|
|||||||
@@ -88,7 +88,7 @@ GameState.prototype.create = function()
|
|||||||
|
|
||||||
this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height);
|
this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height);
|
||||||
// drop this lower to make the map darker
|
// 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 = game.add.image(0, 0, this.shadowTexture);
|
||||||
|
|
||||||
this.shadowSprite.blendMode = Phaser.blendModes.MULTIPLY;
|
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
|
20, SCREEN_HEIGHT - 40, '', { font : '16px Arial', fill: '#ffffff' }, this.uigroup
|
||||||
);
|
);
|
||||||
this.clock = new Date();
|
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 = game.time.create(true);
|
||||||
this.clockTimer.repeat(DAYLIGHT_TIMER_REPEAT,
|
this.clockTimer.repeat(DAYLIGHT_TIMER_REPEAT,
|
||||||
DAYLIGHT_TIMER_REPEATCOUNT,
|
DAYLIGHT_TIMER_REPEATCOUNT,
|
||||||
@@ -142,12 +142,24 @@ GameState.prototype.create = function()
|
|||||||
this.uigroup.setAll('fixedToCamera', true);
|
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() {
|
GameState.prototype.updateShadowTexture = function() {
|
||||||
var cv = this.shadowTextureColor;
|
var cv = this.shadowTextureColor;
|
||||||
var uigamma = parseInt(getDOMValue("uiGamma"));
|
var uigamma = parseInt(getDOMValue("uiGamma"));
|
||||||
this.shadowTexture.context.fillStyle = ("rgb(" + (cv[0]+uigamma) +
|
var clockgamma = this.getClockGamma();
|
||||||
"," + (cv[1]+uigamma) +
|
this.shadowTexture.context.fillStyle = ("rgb(" + (cv[0] + clockgamma + uigamma) +
|
||||||
"," + (cv[2]+uigamma) + ")"
|
"," + (cv[1] + clockgamma + uigamma) +
|
||||||
|
"," + (cv[2] + clockgamma + uigamma) + ")"
|
||||||
);
|
);
|
||||||
this.shadowTexture.context.fillRect(0, 0, game.world.width, game.world.height);
|
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() {
|
GameState.prototype.update_player_lightmeter = function() {
|
||||||
var avg_shadow = Number(array_average(this.shadowTextureColor));
|
var avg_shadow = Number(array_average(this.shadowTextureColor));
|
||||||
player.lightmeter = ((avg_shadow) / 255.0);
|
player.lightmeter = ((avg_shadow + this.getClockGamma()) / 255.0);
|
||||||
lightValue = 0;
|
lightValue = 0;
|
||||||
this.staticLights.forEach(function(light) {
|
this.staticLights.forEach(function(light) {
|
||||||
var left = player.x;
|
var left = player.x;
|
||||||
|
|||||||
Reference in New Issue
Block a user