Multiple Anims update, Tilemap fixes and some new examples.

This commit is contained in:
photonstorm
2013-10-31 15:45:19 +00:00
parent 712858cf75
commit 6f93a2ec94
24 changed files with 876 additions and 335 deletions
+66 -8
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@@ -2,19 +2,77 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
function preload() {
game.load.atlas('bot', 'assets/misc/NumberSprite.png', 'assets/misc/NumberSprite.json');
// Here we load the Starling Texture Atlas and XML file
game.load.atlasXML('seacreatures', 'assets/sprites/seacreatures.png', 'assets/sprites/seacreatures.xml');
// Here is the exact same set of animations but as a JSON file instead
// game.load.atlas('seacreatures', 'assets/sprites/seacreatures_json.png', 'assets/sprites/seacreatures_json.json');
// Just a few images to use in our underwater scene
game.load.image('undersea', 'assets/pics/undersea.jpg');
game.load.image('coral', 'assets/pics/seabed.png');
}
var jellyfish;
var crab;
var greenJellyfish;
var octopus;
var purpleFish;
var seahorse;
var squid;
var stingray;
var flyingfish;
function create() {
var bot = game.add.sprite(200, 200, 'bot');
game.add.sprite(0, 0, 'undersea');
bot.animations.add('num1', ['num10000','num10001','num10002','num10003','num10004','num10005'], 24, false, false);
bot.animations.add('num2', ['num20000','num20001','num20002','num20003','num20004','num20005'], 24, false, false);
bot.animations.add('num3', ['num30000','num30001','num30002','num30003','num30004','num30005'], 24, false, false);
jellyfish = game.add.sprite(670, 20, 'seacreatures');
// bot.animations.play('num1', 15, true);
// bot.animations.play('num2', 15, true);
// bot.animations.play('num3', 15, true);
// In the texture atlas the jellyfish uses the frame names blueJellyfish0000 to blueJellyfish0032
// So we can use the handy generateFrameNames function to create this for us.
jellyfish.animations.add('swim', Phaser.Animation.generateFrameNames('blueJellyfish', 0, 32, '', 4), 30, true);
jellyfish.animations.play('swim');
// Let's make some more sea creatures in the same way as the jellyfish
crab = game.add.sprite(550, 480, 'seacreatures');
crab.animations.add('swim', Phaser.Animation.generateFrameNames('crab1', 0, 25, '', 4), 30, true);
crab.animations.play('swim');
greenJellyfish = game.add.sprite(330, 100, 'seacreatures');
greenJellyfish.animations.add('swim', Phaser.Animation.generateFrameNames('greenJellyfish', 0, 39, '', 4), 30, true);
greenJellyfish.animations.play('swim');
octopus = game.add.sprite(160, 400, 'seacreatures');
octopus.animations.add('swim', Phaser.Animation.generateFrameNames('octopus', 0, 24, '', 4), 30, true);
octopus.animations.play('swim');
purpleFish = game.add.sprite(800, 413, 'seacreatures');
purpleFish.animations.add('swim', Phaser.Animation.generateFrameNames('purpleFish', 0, 20, '', 4), 30, true);
purpleFish.animations.play('swim');
seahorse = game.add.sprite(491, 40, 'seacreatures');
seahorse.animations.add('swim', Phaser.Animation.generateFrameNames('seahorse', 0, 5, '', 4), 30, true);
seahorse.animations.play('swim');
squid = game.add.sprite(610, 215, 'seacreatures', 'squid0000');
stingray = game.add.sprite(80, 190, 'seacreatures');
stingray.animations.add('swim', Phaser.Animation.generateFrameNames('stingray', 0, 23, '', 4), 30, true);
stingray.animations.play('swim');
flyingfish = game.add.sprite(60, 40, 'seacreatures', 'flyingFish0000');
game.add.sprite(0, 466, 'coral');
// to: function ( properties, duration, ease, autoStart, delay, repeat, yoyo ) {
game.add.tween(purpleFish).to({ x: -200 }, 7500, Phaser.Easing.Quadratic.InOut, true, 0, 1000, false);
game.add.tween(octopus).to({ y: 530 }, 2000, Phaser.Easing.Quadratic.InOut, true, 0, 1000, true);
game.add.tween(greenJellyfish).to({ y: 250 }, 4000, Phaser.Easing.Quadratic.InOut, true, 0, 1000, true);
game.add.tween(jellyfish).to({ y: 100 }, 8000, Phaser.Easing.Quadratic.InOut, true, 0, 1000, true);
}
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
function preload() {
// Here we load the Starling Texture Atlas and XML file
game.load.atlasXML('octopus', 'assets/sprites/octopus.png', 'assets/sprites/octopus.xml');
}
function create() {
// A more suitable underwater background color
game.stage.backgroundColor = '#1873CE';
// Create our octopus
var octopus = game.add.sprite(300, 200, 'octopus');
// Create an animation called 'swim', the fact we don't specify any frames means it will use all frames in the atlas
octopus.animations.add('swim');
// Play the animation at 30fps on a loop
octopus.animations.play('swim', 30, true);
// Bob the octopus up and down with a tween
game.add.tween(octopus).to({ y: 300 }, 2000, Phaser.Easing.Quadratic.InOut, true, 0, 1000, true);
}