var game =newPhaser.Game(800,600, Phaser.AUTO,'phaser-example',{ preload: preload, create: create, update: update });var sprite;functionpreload(){// 37x45 is the size of each frame// There are 18 frames in the PNG - you can leave this value blank if the frames fill up the entire PNG, but in this case there are some// blank frames at the end, so we tell the loader how many to load
game.load.spritesheet('ms','assets/sprites/metalslug_mummy37x45.png',37,45,18);}functioncreate(){
sprite = game.add.sprite(40,100,'ms');
sprite.animations.add('walk');
sprite.animations.play('walk',50,true);
game.add.tween(sprite).to({ x: game.width },10000, Phaser.Easing.Linear.None,true);}// update isn't called until 'create' has completed. If you need to process stuff before that point (i.e. while the preload is still happening)// then create a function called loadUpdate() and use thatfunctionupdate(){if(sprite.x >=300){
sprite.scale.x +=0.01;
sprite.scale.y +=0.01;}}