diff --git a/src/gameobjects/LightsManager.js b/src/gameobjects/LightsManager.js index a1729446f..afa61cc11 100644 --- a/src/gameobjects/LightsManager.js +++ b/src/gameobjects/LightsManager.js @@ -32,6 +32,13 @@ var Light = new Class({ this.scrollFactorY = 1.0; }, + setScrollFactor: function (x, y) + { + this.scrollFactorX = x; + this.scrollFactorY = (y === undefined) ? x : y; + return this; + }, + setColor: function (rgb) { var color = Utils.getFloatsFromUintRGB(rgb); @@ -90,7 +97,7 @@ var LightsManager = new Class({ disable: function () { this.active = false; - + return this; }, @@ -121,6 +128,9 @@ var LightsManager = new Class({ var cameraCenterX = camera.x + camera.width / 2.0; var cameraCenterY = camera.y + camera.height / 2.0; var cameraRadius = (camera.width + camera.height) / 2.0; + var point = { x: 0, y: 0 }; + var cameraMatrix = camera.matrix; + var viewportHeight = this.systems.game.config.height; culledLights.length = 0; @@ -129,10 +139,12 @@ var LightsManager = new Class({ { var light = lights[index]; + cameraMatrix.transformPoint(light.x, light.y, point); + // We'll just use bounding spheres to test // if lights should be rendered - var dx = cameraCenterX - light.x; - var dy = cameraCenterY - light.y; + var dx = cameraCenterX - (point.x - (camera.scrollX * light.scrollFactorX * camera.zoom)); + var dy = cameraCenterY - (viewportHeight - (point.y - (camera.scrollY * light.scrollFactorY) * camera.zoom)); var distance = Math.sqrt(dx * dx + dy * dy); if (distance < light.radius + cameraRadius)