fixed debug view and ragdoll start positioning

This commit is contained in:
Jeena 2015-03-16 01:50:41 +01:00
parent b6d979fe7c
commit 16826b174a
12 changed files with 135 additions and 73 deletions

View file

@ -25,13 +25,13 @@ define([
Level.prototype.load = function (uid) {
var self = this;
var path = Settings.MAPS_PATH + uid + ".json"
var path = Settings.MAPS_PATH + uid + ".json";
this.loadLevelDataFromPath(path, function (levelData) {
self.setup(levelData);
});
}
};
Level.prototype.setup = function(levelData) {
Level.prototype.setup = function(levelData) { // jshint unused:false
this.isLoaded = true;
Nc.trigger(Nc.ns.core.game.events.level.loaded);
};
@ -40,17 +40,17 @@ define([
for (var i = 0; i < options.length; i++) {
var uid = "item-" + i;
this.createItem(uid, options[i]);
};
}
};
Level.prototype.createItem = function(uid, options) {
switch(options.type) {
//case 'skateboard':
//case "skateboard":
// return new Skateboard(this.engine, uid, options);
case 'ragdoll':
case "ragdoll":
return new RagDoll(this.engine, uid, options);
case 'rube':
case "rube":
return new Rube(this.engine, uid, options);
default:
return new Item(this.engine, uid, options);
@ -60,19 +60,19 @@ define([
Level.prototype.createTiles = function(options) {
for (var i = 0; i < options.length; i++) {
new Tile(this.engine, "tile-" + i, options[i]);
};
}
};
Level.prototype.createSpawnPoints = function(points) {
this.spawnPoints = points;
};
Level.prototype.setupLayer = function(options, behind, referenceId) {
Level.prototype.setupLayer = function(options, behind, referenceId) { // jshint unused:false
// will be extended (so far only in client)
}
};
Level.prototype.createContainer = function(options) {
Level.prototype.createContainer = function(options) { // jshint unused:false
// nothing to do here yet, in the future perhaps synchronize day/night graphics
};
@ -90,12 +90,12 @@ define([
return {
x: object.x / Settings.TILE_RATIO,
y: object.y / Settings.TILE_RATIO
}
};
};
Level.prototype.destroy = function () {
this.isLoaded = false;
}
};
return Level;
});