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Animation.looped has been renamed to Animation.loop. It's a boolean y…
…ou can toggle at run-time to turn on/off animation looping. A single Animation object now has 3 new events: onStart, onLoop and onComplete. Animation.loopCount holds the number of times the animation has looped since it last started. Animation.stop has a new parameter: dispatchComplete. If true it'll dispatch an Animation.onComplete event.
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update }); | ||
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function preload() { | ||
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game.load.image('lazur', 'assets/pics/thorn_lazur.png'); | ||
game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18); | ||
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} | ||
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var back; | ||
var mummy; | ||
var anim; | ||
var loopText; | ||
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function create() { | ||
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game.stage.smoothed = false; | ||
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back = game.add.image(0, -400, 'lazur'); | ||
back.scale.set(2); | ||
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mummy = game.add.sprite(200, 360, 'mummy', 5); | ||
mummy.scale.set(4); | ||
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anim = mummy.animations.add('walk'); | ||
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anim.onStart.add(animationStarted, this); | ||
anim.onLoop.add(animationLooped, this); | ||
anim.onComplete.add(animationStopped, this); | ||
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anim.play(10, true); | ||
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} | ||
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function animationStarted(sprite, animation) { | ||
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game.add.text(32, 32, 'Animation started', { fill: 'white' }); | ||
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} | ||
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function animationLooped(sprite, animation) { | ||
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if (animation.loopCount === 1) | ||
{ | ||
loopText = game.add.text(32, 64, 'Animation looped', { fill: 'white' }); | ||
} | ||
else | ||
{ | ||
loopText.text = 'Animation looped x2'; | ||
animation.loop = false; | ||
} | ||
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} | ||
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function animationStopped(sprite, animation) { | ||
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game.add.text(32, 64+32, 'Animation stopped', { fill: 'white' }); | ||
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} | ||
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function update() { | ||
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if (anim.isPlaying) | ||
{ | ||
back.x -= 1; | ||
} | ||
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} |
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update }); | ||
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function preload() { | ||
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game.load.image('lazur', 'assets/pics/thorn_lazur.png'); | ||
game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18); | ||
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} | ||
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var back; | ||
var mummy; | ||
var anim; | ||
var loopText; | ||
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function create() { | ||
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game.stage.smoothed = false; | ||
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back = game.add.image(0, -400, 'lazur'); | ||
back.scale.set(2); | ||
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mummy = game.add.sprite(200, 360, 'mummy', 5); | ||
mummy.scale.set(4); | ||
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anim = mummy.animations.add('walk'); | ||
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anim.onStart.add(animationStarted, this); | ||
anim.onLoop.add(animationLooped, this); | ||
anim.onComplete.add(animationStopped, this); | ||
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anim.play(10, true); | ||
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} | ||
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function animationStarted(sprite, animation) { | ||
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game.add.text(32, 32, 'Animation started', { fill: 'white' }); | ||
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} | ||
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function animationLooped(sprite, animation) { | ||
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if (animation.loopCount === 1) | ||
{ | ||
loopText = game.add.text(32, 64, 'Animation looped', { fill: 'white' }); | ||
} | ||
else | ||
{ | ||
loopText.text = 'Animation looped x2'; | ||
animation.loop = false; | ||
} | ||
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} | ||
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function animationStopped(sprite, animation) { | ||
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game.add.text(32, 64+32, 'Animation stopped', { fill: 'white' }); | ||
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} | ||
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function update() { | ||
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if (anim.isPlaying) | ||
{ | ||
back.x -= 1; | ||
} | ||
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} |
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); | ||
// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render }); | ||
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function preload() { | ||
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game.load.tilemap('map', 'assets/tilemaps/maps/collision_test.json', null, Phaser.Tilemap.TILED_JSON); | ||
game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png'); | ||
game.load.image('walls_1x2', 'assets/tilemaps/tiles/walls_1x2.png'); | ||
game.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png'); | ||
game.load.image('player', 'assets/sprites/phaser-dude.png'); | ||
game.load.image('box', 'assets/sprites/ufo.png'); | ||
game.load.image('ship', 'assets/sprites/thrust_ship2.png'); | ||
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} | ||
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var ship; | ||
var map; | ||
var tileset; | ||
var layer; | ||
var p; | ||
var b; | ||
var cursors; | ||
var box2; | ||
var dump; | ||
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function create() { | ||
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game.renderer.roundPixels = true; | ||
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// game.stage.backgroundColor = '#787878'; | ||
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map = game.add.tilemap('map'); | ||
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map.addTilesetImage('ground_1x1'); | ||
map.addTilesetImage('walls_1x2'); | ||
map.addTilesetImage('tiles2'); | ||
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layer = map.createLayer('Tile Layer 1'); | ||
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layer.resizeWorld(); | ||
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map.setCollisionBetween(1, 12); | ||
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layer.debug = true; | ||
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// dump = map.generateCollisionData(layer); | ||
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box2 = game.add.sprite(200, 200, 'box'); | ||
box2.physicsEnabled = true; | ||
box2.body.fixedRotation = true; | ||
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game.camera.follow(box2); | ||
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cursors = game.input.keyboard.createCursorKeys(); | ||
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} | ||
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function update() { | ||
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if (cursors.left.isDown) | ||
{ | ||
box2.body.moveLeft(200); | ||
} | ||
else if (cursors.right.isDown) | ||
{ | ||
box2.body.moveRight(200); | ||
} | ||
else | ||
{ | ||
box2.body.setZeroVelocity(); | ||
} | ||
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if (cursors.up.isDown) | ||
{ | ||
box2.body.moveUp(200); | ||
} | ||
else if (cursors.down.isDown) | ||
{ | ||
box2.body.moveDown(200); | ||
} | ||
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} | ||
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function render() { | ||
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} |
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