phaser/Tests/sprites/animation 1.ts

37 lines
1.3 KiB
TypeScript

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