Sign in to follow this  
Ricky

Add symbol animation

Recommended Posts

Hi, i'm new on this forum and also new with pixijs

I've started to implement a new slot game, all work fine but i have some problems implementing symbols animations.

on stop spin, i'ma able to change symbols

stopSpin: function(){
            var offScreenCells = this.getOffScreenCells();
            var easeType = Power1.easeOut;
            for(var i = 0; i < this.numRows; i++){
                offScreenCells[i].updateSymbol(this.resultReel[i]);
                offScreenCells[i].stage.y = this.cellPosOriginal[i].y;
                TweenLite.to(
                    this.spinTrickCells[i].stage,
                    0.5,
                    {
                        y: this.spinTrickCells[i].stage.y + (this.reelCellHeight * this.numRows),
                        ease: easeType
                    }
                );
                // Tween onComplete callback to be added only to one Symbol.
                var callback = (i === this.numRows - 1) ? this.onSpinStop.bind(this) : null;
                TweenLite.to(
                    this.cells[i].stage,
                    0.5,
                    {
                        y: this.cells[i].stage.y + (this.reelCellHeight * this.numRows),
                        ease: easeType,
                        onComplete: callback
                    }
                );
            }
        },

 

Here i'm getting symbol from frame ex. S1

updateSymbol: function(symbolID){
            this.symbolID = symbolID;
            this.removeSymbol();
            this.symbol = new PIXI.Sprite(PIXI.Texture.fromFrame(symbolID));
            
            console.log(symbolID);
            this.stage.addChild(this.symbol);  
            
        },

 

But i'm not able to implement this part of code

updateSymbol: function(symbolID){
            this.symbolID = symbolID;
            this.removeSymbol();
            this.symbol = new PIXI.Sprite(PIXI.Texture.fromFrame(symbolID));
            this.symbol = new PIXI.extras.AnimatedSprite("osiris");
            this.symbol.animationSpeed = 0.100;                  // 6 fps
            this.symbol.scale.x=0.40;
            this.symbol.scale.y=0.40;
            this.symbol.play();
            console.log(symbolID);
            this.stage.addChild(this.symbol);  
            
        },

 

I'm getting always the same error:

Uncaught TypeError: Cannot read property '_updateID' of undefined on Sprite.js

Where is my mystake?

 

Thanks

 

Riccardo

 

 

 

 

 

 

Share this post


Link to post
Share on other sites

Animatedsprite requires a list of textures you wish to use.

It should be something like this:

var textures = [ PIXI.Texture.fromFrame("..."), ... ]

this.symbol = new PIXI.AnimatedSprite(  textures );

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.