preload ()
{
this.load.atlas('zombie', 'assets/animations/zombie.png', 'assets/animations/zombie.json');
this.load.image('bg', 'assets/textures/soil.png');
}
create ()
{
this.bg = this.add.tileSprite(400, 300, 800, 600, 'bg').setAlpha(0.8);
const text = this.add.text(400, 32, "Click to run playAfterDelay('death', 2000)", { color: '#00ff00' }).setOrigin(0.5, 0);
// Our global animations, as defined in the texture atlas
this.anims.create({ key: 'walk', frames: this.anims.generateFrameNames('zombie', { prefix: 'walk_', end: 8, zeroPad: 3 }), repeat: -1, frameRate: 8 });
this.anims.create({ key: 'death', frames: this.anims.generateFrameNames('zombie', { prefix: 'Death_', end: 5, zeroPad: 3 }), frameRate: 12 });
this.rob = this.add.sprite(400, 560, 'zombie').setOrigin(0.5, 1).play('walk');
this.input.once('pointerdown', function () {
text.setText('Playing death animation in 2000 ms');
this.rob.anims.playAfterDelay('death', 2000);
}, this);
}
update ()
{
if (this.rob.anims.getName() === 'walk')
{
this.bg.tilePositionY++;
}
}
preload ()
{
this.load.atlas('alien', 'assets/animations/alien.png', 'assets/animations/alien.json');
this.load.image('bg', 'assets/pics/space-wreck.jpg');
}
create ()
{
this.add.image(400, 300, 'bg');
const text = this.add.text(400, 32, "Click to toggle sequence", { color: '#00ff00' }).setOrigin(0.5, 0);
// Our global animations, as defined in the texture atlas
this.anims.create({ key: 'idle', frames: this.anims.generateFrameNames('alien', { prefix: '01_Idle_', end: 17, zeroPad: 3 }), repeat: -1, repeatDelay: 500, frameRate: 18 });
this.anims.create({ key: 'turn', frames: this.anims.generateFrameNames('alien', { prefix: '02_Turn_to_walk_', end: 3, zeroPad: 3 }), frameRate: 12 });
this.anims.create({ key: 'walk', frames: this.anims.generateFrameNames('alien', { prefix: '03_Walk_', end: 12, zeroPad: 3 }), repeat: -1, frameRate: 18 });
const ripley = this.add.sprite(400, 300, 'alien').play('idle');
this.input.on('pointerdown', function () {
if (ripley.anims.getName() === 'idle')
{
// When the current animation repeat ends, we'll play the 'turn' animation
ripley.anims.playAfterRepeat('turn');
// And after that, the 'walk' look
ripley.anims.chain('walk');
}
else
{
ripley.anims.play('idle');
}
});
}