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