Deino Posted March 28, 2015 Share Posted March 28, 2015 This is the code from my partially complete game, I ran into this problem with the animation part var game = new Phaser.Game(1350,600,Phaser.AUTO,'gameDiv');var mainState = { preload: function() { game.load.spritesheet('dude','assets/dude.png',32,48); game.load.image('wh','assets/wallHorizontal.png'); game.load.image('ground','assets/Ground.png'); }, create: function() { game.stage.backgroundColor = '#DB7093'; this.dude = game.add.sprite(80,482,'dude'); this.wh = game.add.sprite(10,10,'wh'); this.ground = game.add.sprite(0,530,'ground'); this.ground2 = game.add.sprite(476,530,'ground'); this.ground3 = game.add.sprite(952,530,'ground'); this.physics.enable(this.wh,Phaser.Physics.ARCADE); this.wh.body.immovable = true; this.physics.enable(this.dude,Phaser.Physics.ARCADE); this.facing = 'left'; this.cursors = this.input.keyboard.createCursorKeys(); this.physics.enable(this.ground,Phaser.Physics.ARCADE); this.ground.body.immovable = true; this.dude.animations.add('left', [0, 1, 2, 3], 10, true); this.dude.animations.add('right', [5, 6, 7, 8], 10, true); }, update: function() { game.physics.arcade.collide(this.dude,this.wh,null,null,this); this.dude.body.velocity.x = 0; if(this.cursors.left.isDown) { this.dude.body.velocity.x = -300; if(this.facing != 'left') { this.dude.animations.play('left'); this.facing = 'left'; } } else if(this.cursors.right.isDown) { this.dude.body.velocity.x = 300; if(this.facing != 'right') { this.dude.animations.play('right'); this.facing = 'right'; } } else { if (this.facing != 'idle') { this.dude.animations.stop(); if (this.facing == 'left') { this.dude.frame = 0; } else { this.dude.frame = 5; } facing = 'idle'; } } if(this.dude.inWorld == false) { game.state.start('main'); } }};game.state.add('main',mainState);game.state.start('main'); Link to comment Share on other sites More sharing options...
Recommended Posts