Animation.killOnComplete added and fixed a few issues in the Tanks game.

This commit is contained in:
photonstorm
2013-10-09 13:36:57 +01:00
parent 29acf7fb4b
commit f10f9324ad
5 changed files with 38 additions and 16 deletions
+4 -3
View File
@@ -659,14 +659,15 @@ Phaser.Sprite.prototype.bringToTop = function() {
* @method play
* @param {String} name The name of the animation to be played, e.g. "fire", "walk", "jump".
* @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.
* @param {Boolean} [loop=null] Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [loop=false] Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
* @return {Phaser.Animation} A reference to playing Animation instance.
*/
Phaser.Sprite.prototype.play = function (name, frameRate, loop) {
Phaser.Sprite.prototype.play = function (name, frameRate, loop, killOnComplete) {
if (this.animations)
{
this.animations.play(name, frameRate, loop);
this.animations.play(name, frameRate, loop, killOnComplete);
}
}