Reworking the junkmap

This commit is contained in:
2014-06-12 23:28:15 -07:00
parent 2a9460cbdd
commit ee37dc94e7

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@@ -149,11 +149,6 @@ var moonlightSettings = {
'collides': false,
'collisionBetween': [0, 9999],
'type': 'tiles'
},
'Lights': {
'type': 'objects',
'gid': 97,
'class': Light
}
},
'path': 'gfx/map.json'
@@ -818,10 +813,6 @@ GameState.prototype.create = function()
}
}
this.staticLights = game.add.group();
this.map.createFromObjects('Lights', 97, null, 0, true, false, this.staticLights, lp['class']);
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);
@@ -871,6 +862,8 @@ GameState.prototype.create = function()
this.shadowSprite.blendMode = Phaser.blendModes.MULTIPLY;
// Create the lights
this.staticLights = game.add.group();
this.map.createFromObjects('Lights', 97, null, 0, true, false, this.staticLights, Light);
// for (i = 0; i < 50 ; i++ ) {
// this.staticLights.add(
// new Light(game,