mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 23:20:59 +00:00
55 lines
No EOL
1.1 KiB
JavaScript
55 lines
No EOL
1.1 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
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game.load.atlas('seacreatures', 'assets/sprites/seacreatures_json.png', 'assets/sprites/seacreatures_json.json');
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}
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var mummy;
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var jelly;
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function create() {
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// Testing both sprite sheets and texture atlases with a Phaser.Image
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mummy = game.add.image(200, 200, 'mummy');
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jelly = game.add.image(200, 300, 'seacreatures', 'blueJellyfish0000');
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game.input.onDown.add(changeFrame, this);
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}
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function changeFrame() {
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if (jelly.frameName === 'blueJellyfish0000')
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{
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jelly.frameName = 'crab10000';
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}
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else if (jelly.frameName === 'crab10000')
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{
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jelly.frameName = 'purpleFish0000';
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}
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else
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{
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jelly.frameName = 'blueJellyfish0000';
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}
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}
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function update() {
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// You could animate an Image like this! But it makes more sense to use a Sprite
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if (mummy.frame < 17)
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{
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mummy.frame++;
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}
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else
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{
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mummy.frame = 0;
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}
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} |