Reworking the junkmap

This commit is contained in:
2014-06-12 23:04:33 -07:00
parent 927f465718
commit e87f9b03ac

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@@ -102,23 +102,31 @@ var moonlightSettings = {
'layers': {
'0 - NonCollide Base': {
'collides': false,
'collisionBetween': [0, 0]
'collisionBetween': [0, 0],
'type': 'tiles'
},
'0 - Collide Base': {
'collides': true,
'collisionBetween': [0, 9999]
'collisionBetween': [0, 9999],
'type': 'tiles'
},
'0 - NonCollide Overlay - Pathways': {
'collides': false,
'collisionBetween': [0, 9999]
'collisionBetween': [0, 9999],
'type': 'tiles'
},
'0 - Collide Overlay - Ground Objects': {
'collides': true,
'collisionBetween': [0, 9999]
'collisionBetween': [0, 9999],
'type': 'tiles'
},
'0 - NonCollide Overlay - Ground Objects': {
'collides': false,
'collisionBetween': [0, 9999]
'collisionBetween': [0, 9999],
'type': 'tiles'
},
'Lights': {
'type': 'objects'
}
},
'path': 'gfx/map.json'
@@ -596,7 +604,7 @@ var moonlightDialog = {
// Create torch objects
// Light constructor
var Light = function(game, x, y, radius, fade, color, flicker) {
var Light = function(game, x, y, key, frame, radius, fade, color, flicker) {
color = ( typeof color == undefined ? [255, 255, 255] : color );
fade = ( typeof fade == undefined ? 0.25 : fade );
radius = ( typeof radius == undefined ? 64 : radius );
@@ -789,23 +797,25 @@ GameState.prototype.create = function()
this.map_collision_layers = [];
for (var ln in moonlightSettings['map']['layers']) {
console.log("Preparing layer " + ln);
lp = moonlightSettings['map']['layers'][ln];
layer = this.map.createLayer(ln);
console.log("Setting collisions on " + ln);
this.map.setCollisionBetween(
lp['collisionBetween'][0],
lp['collisionBetween'][1],
lp['collides'],
ln
);
if ( lp['collides'] == true ) {
layer.debug = true;
this.map_collision_layers.push(layer);
if ( lp['type'] == "tiles" ) {
layer = this.map.createLayer(ln);
this.map.setCollisionBetween(
lp['collisionBetween'][0],
lp['collisionBetween'][1],
lp['collides'],
ln
);
if ( lp['collides'] == true ) {
layer.debug = true;
this.map_collision_layers.push(layer);
}
layer.resizeWorld();
} else if ( lp['type'] == "objects" ) {
this.map.createFromObjects(ln, ln, undefined, 0, true, false, undefined, Light);
}
layer.resizeWorld();
}
player = this.add.sprite((3 * 32), (17 * 32), 'player');
this.physics.arcade.enable(player);
player.body.center = new Phaser.Point(player.body.width / 2, player.body.height + player.body.halfHeight);
@@ -844,8 +854,8 @@ 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 = 'rgb(50, 50, 50)';
this.shadowTextureColor = 'rgb(255, 255, 255)';
this.shadowTextureColor = 'rgb(100, 100, 100)';
//this.shadowTextureColor = 'rgb(255, 255, 255)';
// Create an object that will use the bitmap as a texture
this.shadowSprite = game.add.image(0, 0, this.shadowTexture);