Commit 78cf2377 authored by 18류지석's avatar 18류지석

Merge branch 'wordspace'

# Conflicts:
#	js/WordSpace.js
parents 7ad185b5 39240161
...@@ -13,7 +13,8 @@ BackGround.otherCharacters = []; ...@@ -13,7 +13,8 @@ BackGround.otherCharacters = [];
BackGround.loadImage = function(scene) BackGround.loadImage = function(scene)
{ {
scene.load.image('brainGround', 'assets/image/background/background_brain.png'); scene.load.image('brain', 'assets/image/background/brain.png');
scene.load.image('gameBackground', 'assets/image/background/background_brain.png');
scene.load.image('menuBackground', 'assets/placeholder/menuBackground.png'); scene.load.image('menuBackground', 'assets/placeholder/menuBackground.png');
scene.load.image('roomBackground', 'assets/placeholder/roomBackground.png'); scene.load.image('roomBackground', 'assets/placeholder/roomBackground.png');
} }
...@@ -35,9 +36,11 @@ BackGround.drawCharacter = function(scene) ...@@ -35,9 +36,11 @@ BackGround.drawCharacter = function(scene)
}); });
} }
BackGround.gameBackground = null;
BackGround.drawBrain = function(scene) BackGround.drawBrain = function(scene)
{ {
brains = scene.add.sprite(game.config.width / 2, game.config.height / 2, 'brainGround').setDisplaySize(game.config.width, game.config.height).setDepth(1); BackGround.gameBackground = scene.add.sprite(game.config.width / 2, game.config.height / 2, 'gameBackground').setDisplaySize(game.config.width, game.config.height).setDepth(1);
} }
BackGround.drawMenu = function(scene) BackGround.drawMenu = function(scene)
......
...@@ -460,8 +460,8 @@ WordSpace.attack = function(wordText, grade) ...@@ -460,8 +460,8 @@ WordSpace.attack = function(wordText, grade)
WordSpace.makeAttackPaper = function(scene, attackFrom, attackTo, multiple) WordSpace.makeAttackPaper = function(scene, attackFrom, attackTo, multiple)
{ {
console.log(multiple);
var attackPaper = scene.add.sprite(attackFrom.x, attackFrom.y, 'attackPapaer').setScale(0.5 * multiple).setDepth(3); var attackPaper = scene.add.sprite(attackFrom.x, attackFrom.y, 'attackPapaer').setScale(0.5 * multiple).setDepth(3);
attackPaper.mask = new Phaser.Display.Masks.BitmapMask(scene, BackGround.gameBackground);
attackPaper.throwTarget = attackTo; attackPaper.throwTarget = attackTo;
attackPaper.follower = { t: 0, vec: new Phaser.Math.Vector2() }; attackPaper.follower = { t: 0, vec: new Phaser.Math.Vector2() };
attackPaper.path = new Phaser.Curves.Spline([ attackPaper.path = new Phaser.Curves.Spline([
......
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