Map work
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@@ -891,13 +891,6 @@ GameState.prototype.create = function()
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spr.update_new_values();
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spr.update_new_values();
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}, this)
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}, this)
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this.effectSprites = game.add.group();
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this.map.createFromObjects('EffectSprites', 5, 'player', 0, true, false, this.effectSprites, EffectSprite);
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this.effectSprites.forEach(function(spr) {
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spr.update_new_values();
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}, this)
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player = this.add.sprite((10 * 32), (17 * 32), 'player');
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player.lightmeter = 0;
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};
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};
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if ( lp['collides'] == true ) {
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if ( lp['collides'] == true ) {
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this.map_collision_layers.push(layer);
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this.map_collision_layers.push(layer);
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@@ -922,6 +915,14 @@ GameState.prototype.create = function()
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this.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN);
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this.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN);
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controls = game.input.keyboard.createCursorKeys();
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controls = game.input.keyboard.createCursorKeys();
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this.effectSprites = game.add.group();
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this.map.createFromObjects('EffectSprites', 5, 'player', 0, true, false, this.effectSprites, EffectSprite);
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this.effectSprites.forEach(function(spr) {
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spr.update_new_values();
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}, this)
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player = this.add.sprite((10 * 32), (17 * 32), 'player');
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player.lightmeter = 0;
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this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height);
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this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height);
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// drop this lower to make the map darker
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// drop this lower to make the map darker
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this.shadowTextureColor = 'rgb(60, 60, 60)';
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this.shadowTextureColor = 'rgb(60, 60, 60)';
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