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How to play animation without calling from update function


omanel
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Hi everyone. I have a weird situation. The thing is when I play sprite animation directly it is working fine. But when I make an object and call the animation of that objects sprite animation does not work. It only works when I call it from whithin update method. Can anyone help me out. Thanks!

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So this is the code for the button object:

function MButtons(game, socket) {
 
this.game = game;
this.sprite = null;
this.buttons = [];
this.item = [];
this.leftPos = 35;
this.pipe_width = 828;
this.pipe_height = 25;
this.btn_height = 55;
this.btn_width = 133;
this.topPos = 300;
this.step = 170;
this.pipe_grey = 42;
this.pipes = [];
this.socket = socket;
this.anim = 0;
this.resetBtns = 0;
this.anim_pipe = 0;
this.anim_pipe_lock = 1;
this.room = 0;
 
 
this.playANIM = function(id){
this.buttons[id].animations.play('sequence');   // <- this is the method I am calling
}
 
 
this.play_internal = function(id){
console.log('Internal ID1: ' + id); 
this.buttons[id].animations.play('sequence');
var self = this;
if(this.anim_pipe_lock == 1)
this.anim_pipe = 1;
setTimeout(function() { self.play_anim(id, self.pipes, self.anim_pipe); }, 1200);
 
}
this.setRoom = function(room){
this.room = room;
}
this.initButAnimParams = function(){
this.anim_pipe = 1;
this.anim = 1;
this.anim_pipe_lock = 1;
}
this.preload = function(){
this.game.load.spritesheet('left_buttons', 'assets/platform/left_buttons.png', this.btn_width, this.btn_height);
this.game.load.spritesheet('right_buttons', 'assets/platform/right_buttons.png', this.btn_width, this.btn_height);
this.game.load.spritesheet('platform', 'assets/platform/pipe.png', this.pipe_width, this.pipe_height);
}
this.create = function () {
//this.sprite = this.game.add.sprite(32, this.game.world.height - 356, 'platform');
//this.buttons = this.game.add.group();
 
for (var i = 0; i < 3; i++)
        {
        // pipes
            this.pipes = this.game.add.sprite(this.leftPos + this.btn_width - this.pipe_grey, this.topPos + this.step*i + this.btn_height/2-this.pipe_height/2, 'platform');
 
            // Enable input.
            this.pipes.inputEnabled = true;
            //item.input.start(0, true);
            this.pipes.name = 'pipe_'+i;
 
            this.pipes.scale.setTo(1.9,1);
            
            //item.events.onInputUp.add(release);
            //item.events.onInputOut.add(moveOff);
            //cubem.getAt(i).alpha = 0;
 
            this.pipes.animations.add('sequence', [0, 1], 6, false);
            this.pipes.animations.add('reset', [0], 3, false);
        this.pipes.events.onAnimationComplete.add(function(){
           console.log("pipe complete");
           this.anim_pipe = 0;
           this.anim_pipe_lock = 0;
           var me = this;
           if(this.resetBtns == 0){
            this.resetBtns = 1;
            console.log('this.resetBtns_____: ' + this.resetBtns);
            //setTimeout(function() {console.log('me.resetBtns: ' + me.resetBtns + ', me.anim: ' + me.anim); me.resetBtns = 1;}, 2000);
           }
           else{
            this.resetBtns = 0;
            console.log('this.resetBtns_____: ' + this.resetBtns);
            //setTimeout(function() {console.log('me.resetBtns: ' + me.resetBtns); me.resetBtns = 0;}, 2000);
           }
           //this.pipes[0].inputEnabled = false;
           //this.pipes[1].inputEnabled = false;
           //this.pipes[2].inputEnabled = false;
}, this);
        // left buttons
            this.buttons = this.game.add.sprite(this.leftPos, this.topPos + this.step*i, 'left_buttons');
            // Enable input.
            this.buttons.inputEnabled = true;
            //item.input.start(0, true);
            this.buttons.name = 'butt_'+i;
            var self = this;
            this.buttons.events.onInputDown.add(this.button_anim, {param1: 'Oljas', self: self});
            //item.events.onInputUp.add(release);
            //item.events.onInputOut.add(moveOff);
            //cubem.getAt(i).alpha = 0;
            this.buttons.animations.add('sequence', [0, 1, 2, 3, 4], 3, false);
            this.buttons.animations.add('reset', [0], 3, false);
            
            this.buttons.events.onAnimationComplete.add(function(){
           console.log("but right complete");
           this.anim = 0;
}, this);
            
            // right buttons
            this.buttons[i+3] = this.game.add.sprite(this.pipe_width + this.leftPos + 850 - this.pipe_grey, this.topPos + this.step*i, 'right_buttons');
            // Enable input.
            this.buttons[i+3].inputEnabled = true;
            //item.input.start(0, true);
            this.buttons[i+3].name = 'butt_'+(i+3);
            this.buttons[i+3].events.onInputDown.add(this.button_anim, {param1: 'Oljas', self: self});
            //item.events.onInputUp.add(release);
            //item.events.onInputOut.add(moveOff);
            //cubem.getAt(i).alpha = 0;
            this.buttons[i+3].animations.add('sequence', [0, 1, 2, 3, 4], 3, false);
            this.buttons[i+3].animations.add('reset', [0], 3, false);
            this.buttons[i+3].events.onAnimationComplete.add(function(){
           console.log("but left complete");
           this.anim = 0;
           //this.resetBtns = 0;
}, this);
        }
}
this.update = function(){
 
}
this.animH = function(){
console.log('Pipe animation finished playing!');
}
this.disableButtons = function(){
for (var i = 0; i < 3; i++)
        {
            // Disable input.
            this.buttons.inputEnabled = false;
            this.buttons[i+3].inputEnabled = false;
        }
}
this.enableButtons = function(){
for (var i = 0; i < 3; i++)
        {
            // Disable input.
            this.buttons.inputEnabled = true;
            this.buttons[i+3].inputEnabled = true;
        }
}
this.button_anim = function(items) {
var id = items.name.substr(5);
var type = items.name.substr(0, 4);
var self = this.self;
//console.log('this.self.resetBtns: ' + this.self.resetBtns);
//this.self.play_anim(13, this.self.buttons[id%3].name);
//this.self.
   //console.log('items: '+id+', type: '+type + ', pipes: '+this.param1);
   this.self.socket.emit('buttons_pressed', {button_id: id, room: self.room});
   items.play('sequence');
   
   setTimeout(function() { self.play_anim(id, self.pipes, 1); }, 1200);
}
this.getGCTX = function(args){
switch(args) {
   case 'pipe':
       return this.pipes;
       break;
   case 'button':
       return this.buttons;
       break;
   default:
       return this.pipes;
}
}
this.play_anim = function(id, buts, mode){
if(mode == 1){
buts[id%3].animations.play('sequence'); // calling pipe animation
//buts[id%3].scale.setTo(1.5,1);
}
 
//console.log('id: ' + id + ', but name: '+buts[id%3].name);
 
}
this.resetButAnim = function(){
for(var i = 0; i < 3; i++){
this.buttons.animations.play('reset');
this.pipes.animations.play('reset');
this.buttons[i+3].animations.play('reset');
}
}
};
 
and I am trying to call it from this file:
 
<!doctype html>
<html>
    <head>
        <meta charset="UTF-8" />
        <title>hello phaser!</title>
        <script src="phaser.min.js"></script>
        <script src="socket.io.js"></script>
        <script src="jquery.min.js"></script>
        <script src="menu.js"></script>
        <script src="buttons.js"></script>
        <script src="player.js"></script>
    </head>
    <body>
 
    <script type="text/javascript">
    
        //game.load.script('simon.js', 'simon.js');
 
    window.onload = function() {
 
        var game = new Phaser.Game(1900, 1200, Phaser.AUTO, '', { preload: preload, create: create, update: update });
        var player_proximity = 0;
        //var server_left_pos = 0;
        var player_width = 277;
        var player_count = 0;
        var player_loaded = 0;
        var item;
        var debuf_enabled = 1;
        var menu;
        var button_id = 0;
        var player = [];
        var buttons;
        var text_score;
        var player_name;
        var game_lock = 0;
        var room_id = 'ppnlahhfbn89179830';
        var player_id = generateID();
        var timer = 15;//15;
        var timer_value = 15;//15;
        var role = 'none';
        var token = 0;
        //var resetButAnim = 0;
        var name = 'FingerTouch';
        var level = 0;
        var timerStop = 0;
        var seconds = 0;
        //var socket = io('https://nodeserver-c9-omanel.c9.io' {'sync disconnect on unload' : true});
        var socket = io('127.0.0.1:3001', {'sync disconnect on unload' : true});
 
        socket.on('spawn', function(msg){
            spawn(msg);  // spawn players
        });
        
        socket.on('player_moving', function(msg){
            player_moving(msg);
        });
 
        socket.on('player_left', function(msg){
            player_left(msg);
        });
 
        socket.on('buttons_pressed', function(msg){
            buttons_pressed(msg);
        });
        socket.on('initNextRound', function(msg){
            initNextRound(msg);
        });
        socket.on('full', function(msg){
            debug('Server instructed: ' + msg.msg);
        });
 
        function preload () {
            preloadGameObjects();
        }
 
        function create () {
            createGameObjects();
        }
        
        function update(){
 
            countDown();
 
            if(game_lock != 0){
                for(var i = 0; i < player.length; i++)
                    player.update();
                  
                if(buttons.anim == 1){    
                    //buttons.play_internal(button_id);
                }
 
                if(buttons.resetBtns == 1){    
                    //buttons.resetButAnim();
                }
            }
        }
        
        function countDown(){
            var secs = Math.floor(game.time.time / 1000) % 60;
            if(secs != seconds){
                seconds = secs;
            
                if((timer >= 0)&&(timerStop == 0)){
                    var mtext;
                    if(timer > 5){
                        mtext = game.add.text(game.world.centerX, 100, timer, { font: "40px Arial", fill: "#ffffff", align: "center" });
                    }
                    else{
                        mtext = game.add.text(game.world.centerX, 100, timer, { font: "47px Arial", fill: "#ff0000", align: "center" });
                    }
                    game.add.tween(mtext.scale).to( { x: 0, y: 0 }, 1000, Phaser.Easing.Back.Out, true, 500);
                }else{
                    // TODO kick out the player who is overdue with his attacks!
                }
                timer--;
            }
        }
 
        function preloadGameObjects(){
            buttons = new MButtons(game, socket);
            buttons.preload();
            debug('player_count_: ' + player_count);
            player.push(new Player(game, 0, socket));
            player[player_count].preload();
        }
 
        function createGameObjects(){
            game_lock = 1;
            player[player_count].create();
            buttons.create();
            socket.emit('handshake', {room_id   : room_id, 
                                      y_pos     : player[player_count].head.y, 
                                      fy_pos    : player[player_count].feet.y, 
                                      player_id : player_id, 
                                      mode      : 'random game',
                                      fname     : name});
        }
 
        function pipe_click(item){
            console.log(item.name);
        }
        
        function select(item, pointer) {
        
            item.alpha = 0;
 
        }
        
        function release(item, pointer) {
        
            item.alpha = 1;
 
        }
        
        function debug(text){
            if(debuf_enabled){
                console.log(text);
            }
        }
        
        function generateID(){
            var letters = ['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'l', 'm', 'n', 'o', 'p'];
            var index = Math.floor((Math.random() * 13) + 0);
            var digits = Math.floor((Math.random() * 90000000) + 1);
            var res = '';
            for(var i = 0; i < 10; i++){
                index = Math.floor((Math.random() * 13) + 0);
                res = res + letters[index];
            }
            res = res + digits;
            return res;
        }
        
        function computeLocationByGrid(grid){
            return grid * (player_width + player_proximity);
        }
        
        // This function returns the index of the player if pid matches the player id; Otherwise it retunrs -1
        function check_player_existance(pid){
            var res = -1;
            for(var i = 1; i < player.length; i++){
                if(player.getPid() == pid)
                    res = i;
            }
            return res;
        }
 
        function spawn(msg){
            debug('From server: grid: ' + msg.grid + ', player_id: ' + msg.player_id + ', player_count: ' + player_count + ', room_id: ' + msg.room_id + ', token: ' + msg.token);
            
            if(msg.player_id == player_id){
                player[0].setHeadXPos(computeLocationByGrid(msg.grid));
                player[0].setHeadYPos(msg.y_pos);
                player[0].setFeetXPos(computeLocationByGrid(msg.grid));
                player[0].setPid(msg.player_id);
                player[0].setName(msg.fname, ' Bobbittooo');
                role = msg.role;
                token = msg.token;
                debug('Token received: ' + token);
                if(role == 'alpha'){
                    //initiateCountDown(); // let the player who created the random game start the count down
                }
                if(token != 1){
                    buttons.disableButtons();
                }else{
                    buttons.enableButtons();
                    //player_name = game.add.text(20, 20, msg.fname, { font: "25px Arial", fill: "#fff094", align: "center" });
                }
                debug('Me spawning: ' + player_count + ', role: ' + role);
                room_id = msg.room_id;
                player[0].setRoomID(room_id);
                buttons.setRoom(room_id);
                player_name = game.add.text(270, 20, "YourID: " + msg.player_id + ", Role: " + role, { font: "15px Arial", fill: "#ff0044", align: "center" });
                
            }else{
                if(check_player_existance(msg.player_id) == -1){
                    player_count = player.length;
                    player.push(new Player(game, computeLocationByGrid(msg.grid), socket));
                    //player[player_count] = new Player(game, computeLocationByGrid(msg.grid), socket);
                    player[player_count].preload();
                    player[player_count].create();
                    player[player_count].setPid(msg.player_id);
                    player[player_count].head.inputEnabled = false;
                    player[player_count].feet.inputEnabled = false;
                    player[player_count].setHeadYPos(msg.y_pos);
                    player[player_count].setRoomID(room_id);
 
                    
                    if(room_id == msg.player_id){
                        debug('msg.fy_pos: ' + msg.fy_pos);
                        player[player_count].setFeetYPos(msg.fy_pos);
                    }
                }else{
                    player[check_player_existance(msg.player_id)].setHeadXPos(computeLocationByGrid(msg.grid));
                    player[check_player_existance(msg.player_id)].setFeetXPos(computeLocationByGrid(msg.grid));
                    player[check_player_existance(msg.player_id)].setHeadYPos(msg.y_pos);
                }
 
                debug('player_count: ' + player_count);
            }
        }
 
        function player_moving(msg){
            debug('Msg received from server: y_pos: ' + msg.y_pos + ', pid: ' + msg.player_id);
            var index = check_player_existance(msg.player_id);
            if(index != -1){
                if(msg.type == 'head')
                    player[index].setHeadYPos(msg.y_pos);
                else
                    player[index].setFeetYPos(msg.y_pos);
            }
        }
 
        function player_left(msg){
            debug('player left');
            for(var i = 0; i<player.length;i++){
                debug('player['+ i +'].pid: ' + player.pid + ' <=> ' + msg.player_id + ', length: ' + player.length);
                if(player.pid == msg.player_id){
                    player.eliminate();
                    player.splice(i, 1);
                    debug('Player left with id: ' + msg.player_id + ', player num: ' + player.length); 
                }
            }
        }
 
        function buttons_pressed(msg){
            debug('Msg received from server: button_id: ' + msg.button_id);
 
           buttons.playANIM(msg.button_id); // <- this is where I am trying to call it
 
            // TODO: put setTiemout here as a callback so that clear animation is called with delay of 1 sec
            buttons.initButAnimParams(); // so that animation can be called from upate method
            buttons.play_internal(0);
            button_id = msg.button_id;
            timerStop = 1;
            seconds = 0;
            buttons.disableButtons();
            socket.emit('sum_up', {room: room_id});
            //debug('Button name: '+but[msg.button_id].name);
        }
 
        function initNextRound(msg){
            // let us introduce a delay so that players have chance to see what is going on
            debug('Trying the timeout.......');
            setTimeout(function() { nextRound(msg); }, 3200);
        }
 
        function nextRound(msg){
            debug('Next round: ' + msg.pid);
            if((msg.role == role)&&(msg.pid == player_id)){
                player_name = game.add.text(20, 25, player[0].getName() + ' MI TURN!!', { font: "25px Arial", fill: "#fff094", align: "center" });
                //timer = timer_value;
               // timerStop = 0;
                //seconds = 0;
                //initiateTimer();
                buttons.enableButtons();
                //initiateCountDown();
                debug('My turn');
            }else if((role == 'alpha')&&(msg.pid == room_id)){ // if it is bots turn help him to run the countdown
                //timer = timer_value;
                //timerStop = 0;
                //seconds = 0;
                //initiateCountDown();
                //initiateTimer();
                debug('Bots turn');
            }
            timer = timer_value;
            timerStop = 0;
            seconds = 0;
        }
 
    };
 
    </script>
 
    </body>
</html>
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a snipped had been enough..
your structure is a bit uncommon to me.
 

this.playANIM = function(id){this.buttons[id].animations.play('sequence');   // <- this is the method I am calling}

I think this looses the game reference, or am I wrong?

why not:
 

function playANIM(id){     this.button[id].animations.play('sequence');}
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I tried it, still not working.

 Here is the simplified version of the code:

 

function MButtons(game, socket) {
 
this.game = game;
this.sprite = null;
this.buttons = [];
 
 
 
function playANIM(id){
this.button[id].animations.play('sequience');
}
 
this.preload = function(){
this.game.load.spritesheet('left_buttons', 'assets/platform/left_buttons.png', 133, 55);
}
this.create = function () {
//this.sprite = this.game.add.sprite(32, this.game.world.height - 356, 'platform');
//this.buttons = this.game.add.group();
 
for (var i = 0; i < 2; i++)
        {
 
            this.buttons = this.game.add.sprite(0, i*100, 'left_buttons');
            // Enable input.
            this.buttons.inputEnabled = true;
            //item.input.start(0, true);
            this.buttons.name = 'butt_'+i;
            var self = this;
            this.buttons.events.onInputDown.add(this.button_anim, {param1: 'Oljas', self: self});
            //item.events.onInputUp.add(release);
            //item.events.onInputOut.add(moveOff);
            //cubem.getAt(i).alpha = 0;
            this.buttons.animations.add('sequence', [0, 1, 2, 3, 4], 3, false);
            this.buttons.animations.add('reset', [0], 3, false);
            
            this.buttons.events.onAnimationComplete.add(function(){
           console.log("but right complete");
}, this);
            
        }
}
this.button_anim = function(items) {
 
var self = this.self;
 
   items.play('sequence');
   
}
this.update = function(){
 
}
};
 
 
And here i want to call it:
 
<!doctype html>
<html>
    <head>
        <meta charset="UTF-8" />
        <title>hello phaser!</title>
        <script src="phaser.min.js"></script>
        <script src="socket.io.js"></script>
        <script src="jquery.min.js"></script>
        <script src="menu.js"></script>
        <script src="buttons.js"></script>
        <script src="player.js"></script>
    </head>
    <body>
 
    <script type="text/javascript">
    
        //game.load.script('simon.js', 'simon.js');
 
    window.onload = function() {
 
        var game = new Phaser.Game(1900, 1200, Phaser.AUTO, '', { preload: preload, create: create, update: update });
        var player_proximity = 0;
        //var server_left_pos = 0;
        var player_width = 277;
        var player_count = 0;
        var player_loaded = 0;
        var item;
        var debuf_enabled = 1;
        var menu;
        var button_id = 0;
        var player = [];
        var buttons;
        var text_score;
        var player_name;
        var game_lock = 0;
        var room_id = 'ppnlahhfbn89179830';
        var player_id = generateID();
        var timer = 15;//15;
        var timer_value = 15;//15;
        var role = 'none';
        var token = 0;
        //var resetButAnim = 0;
        var name = 'FingerTouch';
        var level = 0;
        var timerStop = 0;
        var seconds = 0;
        //var socket = io('https://nodeserver-c9-omanel.c9.io' {'sync disconnect on unload' : true});
        var socket = io('127.0.0.1:3001', {'sync disconnect on unload' : true});
 
        socket.on('buttons_pressed', function(msg){
            buttons.playANIM(1);
        });
 
 
        function preload () {
            preloadGameObjects();
        }
 
        function create () {
            createGameObjects();
        }
        
        function preloadGameObjects(){
            buttons = new MButtons(game, socket);
            buttons.preload();
        }
 
        function createGameObjects(){
 
            buttons.create();
 
        }
 
        function update(){
 
        }
        
        
    };
 
    </script>
 
    </body>
</html>
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yeah, but normally you have 3 methods: preload, create and update

the playANIM function is written into the create part.

I do not want to say which structure is better etc. but the way your structure is organizes, I haven't seen so often before.

common structures that looks familiar to me is : prototyping:

preload: function(){   //preload your assets: images, sound, font ....},create: function(){   function playANIM(id){      //.. do animation stuff   }}update: function(){   //.. do collision stuff here}

I know that this isn't the solution for your question, but maybe it is because you are not doing the animation logic into the create part if phaser?

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I totally restructered my code to use prototypes as you suggested, and put the function inside the create function. Still no result. I am at a loss ((

 

This is how I did it:

MButtons = function(game, socket) {
 
this.game = game;
this.sprite = null;
this.buttons = [];
this.item = [];
this.leftPos = 35;
this.pipe_width = 828;
this.pipe_height = 25;
this.btn_height = 55;
this.btn_width = 133;
this.topPos = 300;
this.step = 170;
this.pipe_grey = 42;
this.pipes = [];
this.socket = socket;
this.anim = 0;
this.resetBtns = 0;
this.anim_pipe = 0;
this.anim_pipe_lock = 1;
this.room = 0;
};
MButtons.prototype = {
/*
this.play_internal = function(id){
console.log('Internal ID1: ' + id); 
this.buttons[id].animations.play('sequence');
var self = this;
if(this.anim_pipe_lock == 1)
this.anim_pipe = 1;
setTimeout(function() { self.play_anim(id, self.pipes, self.anim_pipe); }, 1200);
 
}*/
setRoom: function(room){
this.room = room;
},
 
initButAnimParams: function(){
this.anim_pipe = 1;
this.anim = 1;
this.anim_pipe_lock = 1;
},
 
preload: function () {
this.game.load.spritesheet('left_buttons', 'assets/platform/left_buttons.png', this.btn_width, this.btn_height);
this.game.load.spritesheet('right_buttons', 'assets/platform/right_buttons.png', this.btn_width, this.btn_height);
this.game.load.spritesheet('platform', 'assets/platform/pipe.png', this.pipe_width, this.pipe_height);
},
create: function () {
//this.sprite = this.game.add.sprite(32, this.game.world.height - 356, 'platform');
//this.buttons = this.game.add.group();
 
for (var i = 0; i < 3; i++)
        {
        // pipes
            this.pipes = this.game.add.sprite(this.leftPos + this.btn_width - this.pipe_grey, this.topPos + this.step*i + this.btn_height/2-this.pipe_height/2, 'platform');
 
            // Enable input.
            this.pipes.inputEnabled = true;
            //item.input.start(0, true);
            this.pipes.name = 'pipe_'+i;
 
            this.pipes.scale.setTo(1.9,1);
            
            //item.events.onInputUp.add(release);
            //item.events.onInputOut.add(moveOff);
            //cubem.getAt(i).alpha = 0;
 
            this.pipes.animations.add('sequence', [0, 1], 6, false);
            this.pipes.animations.add('reset', [0], 3, false);
        this.pipes.events.onAnimationComplete.add(function(){
           console.log("pipe complete");
           this.anim_pipe = 0;
           this.anim_pipe_lock = 0;
           var me = this;
           if(this.resetBtns == 0){
            this.resetBtns = 1;
            console.log('this.resetBtns_____: ' + this.resetBtns);
            //setTimeout(function() {console.log('me.resetBtns: ' + me.resetBtns + ', me.anim: ' + me.anim); me.resetBtns = 1;}, 2000);
           }
           else{
            this.resetBtns = 0;
            console.log('this.resetBtns_____: ' + this.resetBtns);
            //setTimeout(function() {console.log('me.resetBtns: ' + me.resetBtns); me.resetBtns = 0;}, 2000);
           }
           //this.pipes[0].inputEnabled = false;
           //this.pipes[1].inputEnabled = false;
           //this.pipes[2].inputEnabled = false;
}, this);
        // left buttons
            this.buttons = this.game.add.sprite(this.leftPos, this.topPos + this.step*i, 'left_buttons');
            // Enable input.
            this.buttons.inputEnabled = true;
            //item.input.start(0, true);
            this.buttons.name = 'butt_'+i;
            var self = this;
            this.buttons.events.onInputDown.add(this.button_anim, {param1: 'Oljas', self: self});
            //item.events.onInputUp.add(release);
            //item.events.onInputOut.add(moveOff);
            //cubem.getAt(i).alpha = 0;
            this.buttons.animations.add('sequence', [0, 1, 2, 3, 4], 3, false);
            this.buttons.animations.add('reset', [0], 3, false);
            
            this.buttons.events.onAnimationComplete.add(function(){
           console.log("but right complete");
           this.anim = 0;
}, this);
            
            // right buttons
            this.buttons[i+3] = this.game.add.sprite(this.pipe_width + this.leftPos + 850 - this.pipe_grey, this.topPos + this.step*i, 'right_buttons');
            // Enable input.
            this.buttons[i+3].inputEnabled = true;
            //item.input.start(0, true);
            this.buttons[i+3].name = 'butt_'+(i+3);
            this.buttons[i+3].events.onInputDown.add(this.button_anim, {param1: 'Oljas', self: self});
            //item.events.onInputUp.add(release);
            //item.events.onInputOut.add(moveOff);
            //cubem.getAt(i).alpha = 0;
            this.buttons[i+3].animations.add('sequence', [0, 1, 2, 3, 4], 3, false);
            this.buttons[i+3].animations.add('reset', [0], 3, false);
            this.buttons[i+3].events.onAnimationComplete.add(function(){
           console.log("but left complete");
           this.anim = 0;
           //this.resetBtns = 0;
}, this);
        }
 
        function playANIM(id){
     this.pipes[id].animations.play('sequence');
  }
 
},
 
update: function(){
 
}
 
};
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this.buttons[i+3].animations.add('sequence', [0, 1, 2, 3, 4], 3, false);

add(name, framesframeRateloopuseNumericIndex) → {Phaser.Animation}

 

name = correct
frames = correct
loop = error: false or true (you have put in the value 3)
index = error: you have input false



Maybe it is solved by simply deleting the "3".

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