phaser/wip/phaser tests/sprites/flipped.js

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2013-07-13 11:38:59 +00:00
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
myGame.loader.addTextureAtlas('atlas', 'assets/pics/texturepacker_test.png', 'assets/pics/texturepacker_test.json');
myGame.loader.load();
}
var bot;
var bot2;
var car;
function create() {
// This bot will flip properly when he reaches the edge
bot = myGame.add.sprite(myGame.stage.width, 300, 'bot');
bot.animations.add('run');
bot.animations.play('run', 10, true);
bot.velocity.x = -200;
// This one won't
bot2 = myGame.add.sprite(myGame.stage.width, 200, 'bot');
bot2.animations.add('run');
bot2.animations.play('run', 10, true);
bot2.velocity.x = -150;
// Flip a static sprite (not an animation)
car = myGame.add.sprite(100, 400, 'atlas');
car.frameName = 'supercars_parsec.png';
car.flipped = true;
}
function update() {
if(bot.x < -bot.width) {
bot.flipped = true;
bot.velocity.x = 200;
} else if(bot.x > myGame.stage.width) {
bot.flipped = false;
bot.velocity.x = -200;
}
if(bot2.x < -bot2.width) {
bot2.velocity.x = 200;
} else if(bot2.x > myGame.stage.width) {
bot2.velocity.x = -200;
}
}
})();