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JAVASCRIPT

phaser create animation from sprite sheet

 preload ()
    {
        this.load.spritesheet('brawler', 'assets/animations/brawler48x48.png', { frameWidth: 48, frameHeight: 48 });
        this.load.image('grid', 'assets/textures/grid-ps2.png');
    }

    create ()
    {
        // Text section
        this.add.tileSprite(400, 300, 800, 600, 'grid');

        this.add.image(0, 0, 'brawler', '__BASE').setOrigin(0, 0);

        this.add.grid(0, 0, 192, 384, 48, 48).setOrigin(0, 0).setOutlineStyle(0x00ff00);

        this.add.text(200, 24, '<- walk', { color: '#00ff00' }).setOrigin(0, 0.5);
        this.add.text(200, 72, '<- idle', { color: '#00ff00' }).setOrigin(0, 0.5);
        this.add.text(200, 120, '<- kick', { color: '#00ff00' }).setOrigin(0, 0.5);
        this.add.text(200, 168, '<- punch', { color: '#00ff00' }).setOrigin(0, 0.5);
        this.add.text(200, 216, '<- jump', { color: '#00ff00' }).setOrigin(0, 0.5);
        this.add.text(200, 264, '<- jump kick', { color: '#00ff00' }).setOrigin(0, 0.5);
        this.add.text(200, 312, '<- win', { color: '#00ff00' }).setOrigin(0, 0.5);
        this.add.text(200, 360, '<- die', { color: '#00ff00' }).setOrigin(0, 0.5);
        this.add.text(48, 440, 'Click to change animation', { color: '#00ff00' });
        const current = this.add.text(48, 460, 'Playing: walk', { color: '#00ff00' });

        // Animation set
        this.anims.create({
            key: 'walk',
            frames: this.anims.generateFrameNumbers('brawler', { frames: [ 0, 1, 2, 3 ] }),
            frameRate: 8,
            repeat: -1
        });

        this.anims.create({
            key: 'idle',
            frames: this.anims.generateFrameNumbers('brawler', { frames: [ 5, 6, 7, 8 ] }),
            frameRate: 8,
            repeat: -1
        });

        this.anims.create({
            key: 'kick',
            frames: this.anims.generateFrameNumbers('brawler', { frames: [ 10, 11, 12, 13, 10 ] }),
            frameRate: 8,
            repeat: -1,
            repeatDelay: 2000
        });

        this.anims.create({
            key: 'punch',
            frames: this.anims.generateFrameNumbers('brawler', { frames: [ 15, 16, 17, 18, 17, 15 ] }),
            frameRate: 8,
            repeat: -1,
            repeatDelay: 2000
        });

        this.anims.create({
            key: 'jump',
            frames: this.anims.generateFrameNumbers('brawler', { frames: [ 20, 21, 22, 23 ] }),
            frameRate: 8,
            repeat: -1
        });

        this.anims.create({
            key: 'jumpkick',
            frames: this.anims.generateFrameNumbers('brawler', { frames: [ 20, 21, 22, 23, 25, 23, 22, 21 ] }),
            frameRate: 8,
            repeat: -1
        });

        this.anims.create({
            key: 'win',
            frames: this.anims.generateFrameNumbers('brawler', { frames: [ 30, 31 ] }),
            frameRate: 8,
            repeat: -1,
            repeatDelay: 2000
        });

        this.anims.create({
            key: 'die',
            frames: this.anims.generateFrameNumbers('brawler', { frames: [ 35, 36, 37 ] }),
            frameRate: 8,
        });

        const keys = [ 'walk', 'idle', 'kick', 'punch', 'jump', 'jumpkick', 'win', 'die' ];

        const cody = this.add.sprite(600, 370);
        cody.setScale(8);
        cody.play('walk');

        let c = 0;
        this.input.on('pointerdown', function () {
            c++;
            if (c === keys.length)
            {
                c = 0;
            }
            cody.play(keys[c]);
            current.setText('Playing: ' + keys[c]);
        });
    }
Comment

phaser create animation on sprite

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');
    }
Comment

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