Reworking the junkmap

This commit is contained in:
2014-06-13 00:03:27 -07:00
parent 921d5dc05b
commit dd545bd288

View File

@@ -52,7 +52,12 @@ var Light = function(game, x, y, key, frame, radius, fade, color_start, color_st
Light.prototype = Object.create(Phaser.Sprite.prototype); Light.prototype = Object.create(Phaser.Sprite.prototype);
Light.prototype.constructor = Light; Light.prototype.constructor = Light;
Light.prototype.update_rect = function() { Light.prototype.update_new_values = function() {
this.color_start = color_start;
this.color_stop = color_stop;
this.radius = parseInt(this.radius);
this.fade = this.radius * parseNumber(this.fade);
this.flicker = Boolean(this.flicker);
this.rect = new Phaser.Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2) this.rect = new Phaser.Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2)
} }
@@ -874,7 +879,7 @@ GameState.prototype.create = function()
this.staticLights = game.add.group(); this.staticLights = game.add.group();
this.map.createFromObjects('Lights', 97, 'player', 0, true, false, this.staticLights, Light); this.map.createFromObjects('Lights', 97, 'player', 0, true, false, this.staticLights, Light);
this.staticLights.forEach(function(light) { this.staticLights.forEach(function(light) {
light.update_rect(); light.update_new_values();
console.log(light); console.log(light);
}, this) }, this)