Phaser Crie animação a partir de sprite config.js
function preload ()
{
this.load.atlas('gems', 'assets/tests/columns/gems.png', 'assets/tests/columns/gems.json');
}
function create ()
{
// Define the animations first
this.anims.create({ key: 'ruby', frames: this.anims.generateFrameNames('gems', { prefix: 'ruby_', end: 6, zeroPad: 4 }), repeat: -1 });
this.anims.create({ key: 'square', frames: this.anims.generateFrameNames('gems', { prefix: 'square_', end: 14, zeroPad: 4 }), repeat: -1 });
// The Sprite config
const config = {
key: 'gems',
x: { randInt: [ 0, 800 ] },
y: { randInt: [ 0, 300 ] },
scale: { randFloat: [ 0.5, 1.5 ] },
anims: 'ruby'
};
// Make 16 sprites using the config above
for (var i = 0; i < 16; i++)
{
this.make.sprite(config);
}
// A more complex animation config object.
// This time with a call to delayedPlay that's a function.
const config2 = {
key: 'gems',
frame: 'square_0000',
x: { randInt: [ 0, 800 ] },
y: { randInt: [ 300, 600 ] },
scale: { randFloat: [ 0.5, 1.5 ] },
anims: {
key: 'square',
repeat: -1,
repeatDelay: { randInt: [ 1000, 4000 ] },
delayedPlay: function ()
{
return Math.random() * 6000;
}
}
};
// Make 16 sprites using the config above
for (let i = 0; i < 16; i++)
{
this.make.sprite(config2);
}
}
Himanshu Jangid