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Animation.killOnComplete added and fixed a few issues in the Tanks game.
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@@ -659,14 +659,15 @@ Phaser.Sprite.prototype.bringToTop = function() {
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* @method 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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Phaser.Sprite.prototype.play = function (name, frameRate, loop) {
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Phaser.Sprite.prototype.play = function (name, frameRate, loop, killOnComplete) {
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if (this.animations)
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{
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this.animations.play(name, frameRate, loop);
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this.animations.play(name, frameRate, loop, killOnComplete);
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}
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}
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