mirror of
https://github.com/photonstorm/phaser
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37 lines
1.3 KiB
TypeScript
37 lines
1.3 KiB
TypeScript
/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
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function preload() {
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// Using Phasers asset loader we load up a PNG from the assets folder
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// The sprite sheet is a standard frame-by-frame sheet, and each frame is 37 x 45 pixels in size.
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// The final parameter (18) is the number of frames there are. You can omit this if your frames fill the entire sheet.
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game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
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}
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var mummy: Phaser.Sprite;
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function create() {
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mummy = game.add.sprite(game.stage.centerX, game.stage.centerY, 'mummy');
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// Here we add new animation called 'walk'.
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// As it's the only animation in our sprite sheet we don't need to define the frames being used.
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mummy.animations.add('walk');
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// This plays the animation at 20 frames per second on a loop (the 3rd parameter)
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// Try changing the 20 value to something low to slow the speed down, or higher to make it play faster.
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mummy.animations.play('walk', 20, true);
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// This just scales the sprite up so you can see the animation better
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mummy.transform.scale.setTo(4, 4);
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}
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})();
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