diff --git a/moonlight/js/moonlight-skulk.js b/moonlight/js/moonlight-skulk.js index 6c296d2..f42f764 100644 --- a/moonlight/js/moonlight-skulk.js +++ b/moonlight/js/moonlight-skulk.js @@ -220,6 +220,16 @@ var WanderingSprite = function(game, x, y, spritetype) { Phaser.Sprite.call(this, game, x, y, spritenames_by_type[spritetype]); game.physics.arcade.enable(this); this.body.checkWorldBounds = true; + + addAnimation(this, 'bipedwalkleft'); + addAnimation(this, 'bipedwalkright'); + addAnimation(this, 'bipedwalkup'); + addAnimation(this, 'bipedwalkdown'); + addAnimation(this, 'bipedrunleft'); + addAnimation(this, 'bipedrunright'); + addAnimation(this, 'bipedrunup'); + addAnimation(this, 'bipedrundown'); + } WanderingSprite.prototype = Object.create(Phaser.Sprite.prototype); @@ -228,7 +238,7 @@ WanderingSprite.prototype.constructor = WanderingSprite; var GameState = function(game) { } -GameState.prototype.addAnimation = function(obj, anim) +function addAnimation(obj, anim) { a = moonlightSettings['animations'][anim] obj.animations.add(anim, a['frames'], a['speed'], a['loop']) @@ -272,14 +282,14 @@ GameState.prototype.create = function() this.physics.arcade.enable(player); player.body.collideWorldBounds = true; - this.addAnimation(player, 'bipedwalkleft'); - this.addAnimation(player, 'bipedwalkright'); - this.addAnimation(player, 'bipedwalkup'); - this.addAnimation(player, 'bipedwalkdown'); - this.addAnimation(player, 'bipedrunleft'); - this.addAnimation(player, 'bipedrunright'); - this.addAnimation(player, 'bipedrunup'); - this.addAnimation(player, 'bipedrundown'); + addAnimation(player, 'bipedwalkleft'); + addAnimation(player, 'bipedwalkright'); + addAnimation(player, 'bipedwalkup'); + addAnimation(player, 'bipedwalkdown'); + addAnimation(player, 'bipedrunleft'); + addAnimation(player, 'bipedrunright'); + addAnimation(player, 'bipedrunup'); + addAnimation(player, 'bipedrundown'); this.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN); controls = game.input.keyboard.createCursorKeys();