preload ()
{
this.load.atlas('soldier', 'assets/animations/soldier.png', 'assets/animations/soldier.json');
this.load.image('bg', 'assets/skies/grass.jpg');
}
create ()
{
this.add.image(400, 300, 'bg');
this.add.text(400, 32, 'Click to pause all animations', { color: '#ffffff' }).setOrigin(0.5, 0);
this.anims.create({
key: 'shoot1',
frames: this.anims.generateFrameNames('soldier', { prefix: 'Soldier_2_shot_up_', start: 1, end: 11 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'shoot2',
frames: this.anims.generateFrameNames('soldier', { prefix: 'soldier_3_shoot_front_', start: 1, end: 11 }),
frameRate: 10,
repeat: -1
});
// Generate some random toy soldiers
for (let i = 0; i < 32; i++)
{
const x = Phaser.Math.Between(0, 800);
const y = Phaser.Math.Between(200, 550);
const rd = Phaser.Math.Between(200, 2000);
let troop;
if (i < 16)
{
troop = this.add.sprite(x, y, 'soldier', 'Soldier_2_shot_up_1');
troop.setDepth(y);
troop.playAfterDelay({ key: 'shoot1', repeatDelay: rd }, rd);
}
else
{
troop = this.add.sprite(x, y, 'soldier', 'soldier_3_shoot_front_1');
troop.setDepth(y);
troop.playAfterDelay({ key: 'shoot2', repeatDelay: rd }, rd);
}
}
this.input.on('pointerdown', function () {
// Every single animation in the Animation Manager will be paused:
if (this.anims.paused)
{
this.anims.resumeAll();
}
else
{
this.anims.pauseAll();
}
}, this);
}