mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 04:53:38 +00:00
50 lines
1.2 KiB
JavaScript
50 lines
1.2 KiB
JavaScript
|
|
||
|
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
|
||
|
|
||
|
var timer = 0;
|
||
|
var total = 0;
|
||
|
|
||
|
function preload() {
|
||
|
|
||
|
// 37x45 is the size of each frame
|
||
|
// There are 18 frames in the PNG - you can leave this value blank if the frames fill up the entire PNG, but in this case there are some
|
||
|
// blank frames at the end, so we tell the loader how many to load
|
||
|
game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
|
||
|
|
||
|
}
|
||
|
|
||
|
function create() {
|
||
|
|
||
|
releaseMummy();
|
||
|
|
||
|
}
|
||
|
|
||
|
function releaseMummy() {
|
||
|
|
||
|
var mummy = game.add.sprite(-(Math.random() * 800), game.world.randomY, 'mummy');
|
||
|
|
||
|
mummy.scale.setTo(2, 2);
|
||
|
|
||
|
// If you prefer to work in degrees rather than radians then you can use Phaser.Sprite.angle
|
||
|
// otherwise use Phaser.Sprite.rotation
|
||
|
mummy.angle = game.rnd.angle();
|
||
|
|
||
|
mummy.animations.add('walk');
|
||
|
mummy.animations.play('walk', 20, true);
|
||
|
|
||
|
game.add.tween(mummy).to({ x: game.width + (1600 + mummy.x) }, 20000, Phaser.Easing.Linear.None, true);
|
||
|
|
||
|
total++;
|
||
|
timer = game.time.now + 100;
|
||
|
|
||
|
}
|
||
|
|
||
|
function update() {
|
||
|
|
||
|
if (total < 200 && game.time.now > timer)
|
||
|
{
|
||
|
releaseMummy();
|
||
|
}
|
||
|
|
||
|
}
|