wip/animation events
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('lazur', 'assets/pics/thorn_lazur.png');
game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
}
var back;
var mummy;
var anim;
var loopText;
function create() {
game.stage.smoothed = false;
back = game.add.image(0, -400, 'lazur');
back.scale.set(2);
mummy = game.add.sprite(200, 360, 'mummy', 5);
mummy.scale.set(4);
anim = mummy.animations.add('walk');
anim.onStart.add(animationStarted, this);
anim.onLoop.add(animationLooped, this);
anim.onComplete.add(animationStopped, this);
anim.play(10, true);
}
function animationStarted(sprite, animation) {
game.add.text(32, 32, 'Animation started', { fill: 'white' });
}
function animationLooped(sprite, animation) {
if (animation.loopCount === 1)
{
loopText = game.add.text(32, 64, 'Animation looped', { fill: 'white' });
}
else
{
loopText.text = 'Animation looped x2';
animation.loop = false;
}
}
function animationStopped(sprite, animation) {
game.add.text(32, 64+32, 'Animation stopped', { fill: 'white' });
}
function update() {
if (anim.isPlaying)
{
back.x -= 1;
}
}