JAVASCRIPT
phaser animation on complete event
{
this.load.atlas('knight', 'assets/animations/knight.png', 'assets/animations/knight.json');
this.load.image('bg', 'assets/skies/clouds.png');
this.load.spritesheet('tiles', 'assets/tilemaps/tiles/fantasy-tiles.png', { frameWidth: 64, frameHeight: 64 });
}
create ()
{
// The background and floor
this.add.image(400, 16, 'bg').setOrigin(0.5, 0);
for (var i = 0; i < 13; i++)
{
this.add.image(64 * i, 536, 'tiles', 1).setOrigin(0);
}
this.add.text(400, 8, 'Click to play animation', { color: '#ffffff' }).setOrigin(0.5, 0);
// Our attack animation
const animConfig = {
key: 'attack',
frames: this.anims.generateFrameNames('knight', { prefix: 'attack_A/frame', start: 0, end: 13, zeroPad: 4 }),
frameRate: 12
};
this.anims.create(animConfig);
const lancelot = this.add.sprite(400, 536, 'knight', 'attack_A/frame0000')
lancelot.setOrigin(0.5, 1);
lancelot.setScale(8);
// Event handler for when the animation completes on our sprite
lancelot.on(Phaser.Animations.Events.ANIMATION_COMPLETE, function () {
this.releaseItem();
}, this);
// And a click handler to start the animation playing
this.input.on('pointerdown', function () {
lancelot.play('attack', true);
});
}
releaseItem() {
const item = this.add.image(500, 500, 'tiles', 54);
this.tweens.add({
targets: item,
props: {
y: {
value: -64,
ease: 'Linear',
duration: 3000,
},
x: {
value: '+=128',
ease: 'Sine.inOut',
duration: 500,
yoyo: true,
repeat: 4
}
},
onComplete: function () {
item.destroy();
}
});
}
phaser animation on start event
preload ()
{
this.load.atlas('knight', 'assets/animations/knight.png', 'assets/animations/knight.json');
this.load.image('bg', 'assets/skies/clouds.png');
this.load.spritesheet('tiles', 'assets/tilemaps/tiles/fantasy-tiles.png', { frameWidth: 64, frameHeight: 64 });
}
create ()
{
// The background and floor
this.bg = this.add.tileSprite(0, 16, 800, 600, 'bg').setOrigin(0);
this.ground = this.add.tileSprite(0, 536, 800, 64, 'tiles', 1).setOrigin(0);
this.add.text(400, 8, 'Click to start running animation', { color: '#ffffff' }).setOrigin(0.5, 0);
// Our animations
const idleConfig = {
key: 'idle',
frames: this.anims.generateFrameNames('knight', { prefix: 'idle/frame', start: 0, end: 5, zeroPad: 4 }),
frameRate: 14,
repeat: -1
};
this.anims.create(idleConfig);
const runConfig = {
key: 'run',
frames: this.anims.generateFrameNames('knight', { prefix: 'run/frame', start: 0, end: 7, zeroPad: 4 }),
frameRate: 12,
repeat: -1
};
this.anims.create(runConfig);
const lancelot = this.add.sprite(400, 536, 'knight');
lancelot.setOrigin(0.5, 1);
lancelot.setScale(8);
lancelot.play('idle');
// Event handler for when the animation completes on our sprite
lancelot.on(Phaser.Animations.Events.ANIMATION_START, function () {
this.isRunning = true;
}, this);
// And a click handler to stop the animation
this.input.once('pointerdown', function () {
lancelot.play('run');
});
}
update ()
{
if (this.isRunning)
{
this.bg.tilePositionX += 4;
this.ground.tilePositionX += 8;
}
}
phaser animation on update event
preload ()
{
this.load.atlas('knight', 'assets/animations/knight.png', 'assets/animations/knight.json');
this.load.image('bg', 'assets/skies/clouds.png');
this.load.spritesheet('tiles', 'assets/tilemaps/tiles/fantasy-tiles.png', { frameWidth: 64, frameHeight: 64 });
}
create ()
{
// The background and floor
this.add.image(400, 16, 'bg').setOrigin(0.5, 0);
for (let i = 0; i < 13; i++)
{
this.add.image(64 * i, 536, 'tiles', 1)
.setOrigin(0);
}
// Our flowers
for (let i = 0; i < 8; i++)
{
const flower = this.add.image(500, 472 - (i * 52), 'tiles', 31).setOrigin(0);
this.flowers.push(flower);
}
this.add.text(400, 8, 'Click to play. Update Event on frame0004', { color: '#ffffff' })
.setOrigin(0.5, 0);
// Our attack animation
const attackConfig = {
key: 'attack',
frames: this.anims.generateFrameNames('knight', { prefix: 'attack_B/frame', start: 0, end: 12, zeroPad: 4 }),
frameRate: 16
};
this.anims.create(attackConfig);
// Our coin animation
const coinConfig = {
key: 'coin',
frames: this.anims.generateFrameNumbers('tiles', { start: 42, end: 47 }),
frameRate: 12,
repeat: -1
};
this.anims.create(coinConfig);
const lancelot = this.add.sprite(300, 536, 'knight', 'attack_C/frame0000')
lancelot.setOrigin(0.5, 1);
lancelot.setScale(8);
// Event handler for when the animation updates on our sprite
lancelot.on(Phaser.Animations.Events.ANIMATION_UPDATE, function (anim, frame, sprite, frameKey) {
// We can run our effect when we get frame0004:
if (frameKey === 'attack_B/frame0004')
{
this.releaseItem();
}
}, this);
// And a click handler to start the animation playing
this.input.on('pointerdown', function () {
lancelot.play('attack', true);
});
}
releaseItem ()
{
if (this.flowers.length === 0)
{
return;
}
const flower = this.flowers.pop();
this.tweens.add({
targets: flower,
x: 864,
ease: 'Quad.out',
duration: 500
});
}