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https://github.com/photonstorm/phaser
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31 lines
1.1 KiB
JavaScript
31 lines
1.1 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
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function preload() {
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// A sprite sheet is for loading classic "old school" style animations, where each frame
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// uses the exact same size frame and there is no configuration file.
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// This is different to a Texture Atlas, in which the frames are usually variable in size
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// and come with a json or xml file that describes their structure. Sometimes a Texture Atlas
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// is called a "sprite sheet" but that isn't the terminology Phaser uses.
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// To add a sprite sheet to the loader use the following:
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game.load.spritesheet('uniqueKey', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
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// 37x45 is the size of each frame
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// 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
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// blank frames at the end, so we tell the loader how many to load
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}
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function create() {
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var sprite = game.add.sprite(300, 200, 'uniqueKey');
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sprite.animations.add('walk');
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sprite.animations.play('walk', 50, true);
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}
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