phaser/examples/loader/load texture atlas.js

39 lines
1.3 KiB
JavaScript

var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
function preload() {
// Phaser can load Texture Atlas files that use either JSON Hash or JSON Array format.
// As with all load operations the first parameter is a unique key, which must be unique between all image files.
// Next is the texture atlas itself, in this case seacreatures.png
// Finally is the path to the JSON file that goes with the atlas.
game.load.atlas('seacreatures', 'assets/sprites/seacreatures_json.png', 'assets/sprites/seacreatures_json.json');
// Note that the JSON file should be saved with UTF-8 encoding or some browsers (such as Firefox) won't load it.
// These are just a few images to use in our underwater scene.
game.load.image('undersea', 'assets/pics/undersea.jpg');
game.load.image('coral', 'assets/pics/seabed.png');
}
var octopus;
function create() {
game.add.sprite(0, 0, 'undersea');
octopus = game.add.sprite(330, 100, 'seacreatures');
octopus.animations.add('swim', Phaser.Animation.generateFrameNames('octopus', 0, 24, '', 4), 30, true);
octopus.animations.play('swim');
game.add.tween(octopus).to({ y: 250 }, 4000, Phaser.Easing.Quadratic.InOut, true, 0, 10000, true);
game.add.sprite(0, 466, 'coral');
}