diff --git a/moonlight/js/moonlight-skulk.js b/moonlight/js/moonlight-skulk.js index 6e76cdb..5d24b86 100644 --- a/moonlight/js/moonlight-skulk.js +++ b/moonlight/js/moonlight-skulk.js @@ -51,6 +51,7 @@ var Light = function(game, x, y, key, frame, radius, fade, color_start, color_st this.color_start = color_start; this.color_stop = color_stop; this.radius = radius; + this.rendered_radius = radius; this.fade = radius * fade this.light_meter = lightmeter; this.always_render = always_render @@ -952,6 +953,7 @@ GameState.prototype.updateShadowTexture = function() { } else { var radius = light.radius; } + light.rendered_radius = radius; var gradient = this.shadowTexture.context.createRadialGradient( @@ -1102,14 +1104,10 @@ GameState.prototype.update_player_lightmeter = function() { lightValue = 0; this.staticLights.forEach(function(light) { line = new Phaser.Line(player.x + 16, player.y + 16, light.x + 16, light.y + 16); - if ( line.length > light.radius ) + if ( line.length > light.rendered_radius) return; var length = line.length; - if ( light.flicker == true ) { - // Because flickering lights are bigger than their radius - length = length + 10; - } - var lv = light.light_meter - (Number(length) / Number(light.radius)); + var lv = light.light_meter - (Number(length) / Number(light.rendered_radius)); if ( lv > lightValue ) { lightValue = lv; }