phaser/Tests/sprites/animation 2.js
2013-05-29 15:45:34 +01:00

22 lines
1.2 KiB
JavaScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addSpriteSheet('monster', 'assets/sprites/metalslug_monster39x40.png', 39, 40);
game.loader.load();
}
var monster;
function create() {
game.stage.backgroundColor = 'rgb(50,10,10)';
// Notice the use of 'stage.centerX' - this places the sprite in the middle of the stage without needing to do any extra math
monster = game.add.sprite(game.stage.centerX, game.stage.centerY, 'monster');
// For this animation we pass 'null' for the frames, because we're going to use them all
// And we set the frame rate (30) and loop status (true) when we add the animation
// If the frame rate and looping is never going to change then it's easier to do it here
monster.animations.add('walk', null, 30, true);
// Then you can just call 'play' on its own with no other values to start things going
monster.animations.play('walk');
monster.scale.setTo(2, 2);
}
})();