implemented clientReady and changed loading of assets, fixed unique ragdoll id

This commit is contained in:
Jeena 2014-02-24 17:41:01 +01:00
parent f578b92734
commit 695008afd8
278 changed files with 306 additions and 287 deletions

View file

@ -22,7 +22,7 @@ define([
throw "Level: Can't create level, nothing found";
}
var collisionLayer = this.getLayer("collision");
var collisionLayer = this.getLayer(this.levelData, "collision");
if(collisionLayer) {
@ -56,7 +56,7 @@ define([
}
TiledLevel.prototype.createItems = function() {
var objects = this.getLayer("items").objects;
var objects = this.getLayer(this.levelData, "items").objects;
for (var i = 0; i < objects.length; i++) {
var object = objects[i];
var options = object.properties;
@ -84,7 +84,7 @@ define([
return Parent.prototype.getRandomSpawnPoint.call(this);
} else {
var spawnLayer = this.getLayer("spawnpoints");
var spawnLayer = this.getLayer(this.levelData, "spawnpoints");
var size = spawnLayer.objects.length;
var object = spawnLayer.objects[parseInt(Math.random() * (size -1), 10)];
@ -97,10 +97,10 @@ define([
}
};
TiledLevel.prototype.getLayer = function(name) {
for (var i = 0; i < this.levelData.layers.length; i++) {
if(this.levelData.layers[i].name === name) {
return this.levelData.layers[i];
TiledLevel.prototype.getLayer = function(levelData, name) {
for (var i = 0; i < levelData.layers.length; i++) {
if(levelData.layers[i].name === name) {
return levelData.layers[i];
}
}