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Animation.killOnComplete added and fixed a few issues in the Tanks game.
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@@ -101,7 +101,7 @@ Phaser.AnimationManager.prototype = {
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// If they didn't set the useNumericIndex then let's at least try and guess it
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if (typeof useNumericIndex === 'undefined')
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{
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if (frames[0] && typeof frames[0] === 'number')
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if (frames && frames[0] && typeof frames[0] === 'number')
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{
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useNumericIndex = true;
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}
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@@ -173,10 +173,11 @@ Phaser.AnimationManager.prototype = {
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* @method Phaser.AnimationManager#play
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* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
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* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
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* @param {boolean} [loop=null] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
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* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
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* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
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* @return {Phaser.Animation} A reference to playing Animation instance.
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*/
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play: function (name, frameRate, loop) {
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play: function (name, frameRate, loop, killOnComplete) {
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if (this._anims[name])
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{
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@@ -184,13 +185,13 @@ Phaser.AnimationManager.prototype = {
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{
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if (this.currentAnim.isPlaying == false)
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{
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return this.currentAnim.play(frameRate, loop);
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return this.currentAnim.play(frameRate, loop, killOnComplete);
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}
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}
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else
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{
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this.currentAnim = this._anims[name];
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return this.currentAnim.play(frameRate, loop);
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return this.currentAnim.play(frameRate, loop, killOnComplete);
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}
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}
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