function preload ()
{
this.load.path = 'assets/animations/aseprite/';
this.load.aseprite('paladin', 'paladin.png', 'paladin.json');
}
function create ()
{
var tags = this.anims.createFromAseprite('paladin');
var sprite = this.add.sprite(500, 300).play({ key: 'Magnum Break', repeat: -1 }).setScale(6);
for (var i = 0; i < tags.length; i++)
{
var label = this.add.text(32, 32 + (i * 16), tags[i].key, { color: '#00ff00' });
label.setInteractive();
}
this.input.on('gameobjectdown', function (pointer, obj) {
sprite.play({
key: obj.text,
repeat: -1
});
});
this.input.on('gameobjectover', function (pointer, obj) {
obj.setColor('#ff00ff');
});
this.input.on('gameobjectout', function (pointer, obj) {
obj.setColor('#00ff00');
});
}
preload ()
{
this.load.atlas('soldier', 'assets/animations/soldier.png', 'assets/animations/soldier.json');
this.load.image('bg', 'assets/pics/town-wreck.jpg');
}
create ()
{
this.add.image(400, 300, 'bg');
const rambo = this.add.sprite(500, 500, 'soldier');
// The following animation is created directly on the 'rambo' Sprite.
// It cannot be used by any other sprite, and the key ('walk') is never added to
// the global Animation Manager, as it's kept local to this Sprite.
rambo.anims.create({
key: 'walk',
frames: this.anims.generateFrameNames('soldier', { prefix: 'soldier_3_walk_', start: 1, end: 8 }),
frameRate: 12,
repeat: -1
});
// Now let's create a new 'walk' animation that is stored in the global Animation Manager:
this.anims.create({
key: 'walk',
frames: this.anims.generateFrameNames('soldier', { prefix: 'Soldier_2_walk_', start: 1, end: 8 }),
frameRate: 12,
repeat: -1
});
// Because the rambo Sprite has its own 'walk' animation, it will play it:
rambo.play('walk');
// However, this Sprite will play the global 'walk' animation, because it doesn't have its own:
this.add.sprite(200, 500, 'soldier')
.play('walk');
}