Fixed animation values being overridden on load.

This commit is contained in:
Richard Davey 2017-04-11 03:28:39 +01:00
parent 1abf6e7b1e
commit 5cdf2f0e96
2 changed files with 6 additions and 4 deletions

View file

@ -1,4 +1,4 @@
var CHECKSUM = {
build: '4f4b94a0-1e5b-11e7-b159-2d3dade79f58'
build: '17c49dd0-1e5e-11e7-a489-ff140a784e90'
};
module.exports = CHECKSUM;

View file

@ -28,22 +28,24 @@ var BuildGameObjectAnimation = function (sprite, config)
// }
// }
var anims = sprite.anims;
var key = GetAdvancedValue(animConfig, 'key', undefined);
var startFrame = GetAdvancedValue(animConfig, 'startFrame', undefined);
anims.load(key);
var delay = GetAdvancedValue(animConfig, 'delay', 0);
var repeat = GetAdvancedValue(animConfig, 'repeat', 0);
var repeatDelay = GetAdvancedValue(animConfig, 'repeatDelay', 0);
var yoyo = GetAdvancedValue(animConfig, 'yoyo', false);
var anims = sprite.anims;
anims.delay(delay);
anims.repeat(repeat);
anims.repeatDelay(repeatDelay);
anims.yoyo(yoyo);
if (GetAdvancedValue(animConfig, 'play', true))
if (GetAdvancedValue(animConfig, 'play', false))
{
anims.play(key, startFrame);
}