Adding static effect sprites from the map

This commit is contained in:
2014-06-14 12:38:57 -07:00
parent f5b2ec1fc9
commit 44565529ea
3 changed files with 57 additions and 2 deletions

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@@ -287,6 +287,13 @@ var moonlightSettings = {
}
],
'spritesheets': [
{
'name': 'flame',
'path': 'gfx/effects/flame.png',
'width': 32,
'height': 32,
'frames': 96
},
{
'name': 'player',
'path': 'gfx/sprites/sprite-player.png',
@@ -405,6 +412,11 @@ var moonlightSettings = {
'frames': [10, 11, 9],
'speed': 12,
'loop': true
},
'campfire_small': {
'frames': [6, 7, 8],
'speed': 6,
'loop': true
}
}
};
@@ -556,6 +568,17 @@ function stringSize(str, font)
return [w, h];
}
var EffectSprite = function(game, x, y, key, frame, animation) {
this.update_new_values = function() {
this.animations.destroy();
this.loadTexture(this.sprite_key, 0);
addAnimation(this, this.sprite_animation);
}
Phaser.Sprite.call(this, game, x, y, null);
game.physics.arcade.enable(this);
}
var AISprite = function(game, x, y, key, frame) {
this.enableWordBubble = function() {
this.enable_word_bubble = true;
@@ -776,6 +799,12 @@ GameState.prototype.create = function()
this.aiSprites.forEach(function(spr) {
spr.update_new_values();
}, this)
this.effectSprites = game.add.group();
this.map.createFromObjects('EffectSprites', 1837, 'player', 0, true, false, this.effectSprites, EffectSprite);
this.effectSprites.forEach(function(spr) {
spr.update_new_values();
}, this)
};
if ( lp['collides'] == true ) {
this.map_collision_layers.push(layer);