Reworking the junkmap
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@@ -149,11 +149,6 @@ var moonlightSettings = {
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'collides': false,
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'collisionBetween': [0, 9999],
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'type': 'tiles'
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},
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'Lights': {
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'type': 'objects',
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'gid': 97,
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'class': Light
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}
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},
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'path': 'gfx/map.json'
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@@ -818,10 +813,6 @@ GameState.prototype.create = function()
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}
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}
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this.staticLights = game.add.group();
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this.map.createFromObjects('Lights', 97, null, 0, true, false, this.staticLights, lp['class']);
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player = this.add.sprite((3 * 32), (17 * 32), 'player');
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this.physics.arcade.enable(player);
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player.body.center = new Phaser.Point(player.body.width / 2, player.body.height + player.body.halfHeight);
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@@ -871,6 +862,8 @@ GameState.prototype.create = function()
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this.shadowSprite.blendMode = Phaser.blendModes.MULTIPLY;
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// Create the lights
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this.staticLights = game.add.group();
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this.map.createFromObjects('Lights', 97, null, 0, true, false, this.staticLights, Light);
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// for (i = 0; i < 50 ; i++ ) {
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// this.staticLights.add(
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// new Light(game,
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