mirror of
https://github.com/photonstorm/phaser
synced 2024-12-11 22:03:09 +00:00
38 lines
1.1 KiB
JavaScript
38 lines
1.1 KiB
JavaScript
|
|
||
|
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
|
||
|
|
||
|
var sprite;
|
||
|
|
||
|
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('ms', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
|
||
|
|
||
|
}
|
||
|
|
||
|
function create() {
|
||
|
|
||
|
sprite = game.add.sprite(40, 100, 'ms');
|
||
|
|
||
|
sprite.animations.add('walk');
|
||
|
|
||
|
sprite.animations.play('walk', 50, true);
|
||
|
|
||
|
game.add.tween(sprite).to({ x: game.width }, 10000, Phaser.Easing.Linear.None, true);
|
||
|
|
||
|
}
|
||
|
|
||
|
// update isn't called until 'create' has completed. If you need to process stuff before that point (i.e. while the preload is still happening)
|
||
|
// then create a function called loadUpdate() and use that
|
||
|
function update() {
|
||
|
|
||
|
if (sprite.x >= 300)
|
||
|
{
|
||
|
sprite.scale.x += 0.01;
|
||
|
sprite.scale.y += 0.01;
|
||
|
}
|
||
|
|
||
|
}
|