Jump to content

How Can You Destroy a Key?


FKL34TI5T5
 Share

Recommended Posts

I have a card game that I want to animate a card flip from a sprite sheet. It works fine except that I don't see that there is a way to destroy a key once it is done. This code shows the same cards over and over.

How can I destroy a key or get my animation to be tied to the passed variable in the argument?

function dealCards(c1, c2, c3, c4, c5) {
        
        let c1frameNames = game.anims.generateFrameNames('cards', {start: 1, end: 7, zeroPad: 0, prefix: c1 + '/', suffix: ''})
        gopherswild.anims.create({ key: 'c1animation', frames: c1frameNames, frameRate: 18, repeat: 0 })
        let c2frameNames = game.anims.generateFrameNames('cards', {start: 1, end: 7, zeroPad: 0, prefix: c2 + '/', suffix: ''})
        gopherswild.anims.create({ key: 'c2animation', frames: c2frameNames, frameRate: 18, repeat: 0 })
        let c3frameNames = game.anims.generateFrameNames('cards', {start: 1, end: 7, zeroPad: 0, prefix: c3 + '/', suffix: ''})
        gopherswild.anims.create({ key: 'c3animation', frames: c3frameNames, frameRate: 18, repeat: 0 })
        let c4frameNames = game.anims.generateFrameNames('cards', {start: 1, end: 7, zeroPad: 0, prefix: c4 + '/', suffix: ''})
        gopherswild.anims.create({ key: 'c4animation', frames: c4frameNames, frameRate: 18, repeat: 0 })
        let c5frameNames = game.anims.generateFrameNames('cards', {start: 1, end: 7, zeroPad: 0, prefix: c5 + '/', suffix: ''})
        gopherswild.anims.create({ key: 'c5animation', frames: c5frameNames, frameRate: 18, repeat: 0 })

        card1.anims.play('c1animation')
        card2.anims.play('c2animation')
        card3.anims.play('c3animation')
        card4.anims.play('c4animation')
        card5.anims.play('c5animation') 
}
Link to comment
Share on other sites

Answer is the remove method. 

        game.anims.remove('c1animation')
        game.anims.remove('c2animation')
        game.anims.remove('c3animation')
        game.anims.remove('c4animation')
        game.anims.remove('c5animation')

//If you need to wait for the event, then use this:

        card1.on('animationcomplete', ()=>{game.anims.remove('c1animation')}, this)
        card2.on('animationcomplete', ()=>{game.anims.remove('c2animation')}, this)
        card3.on('animationcomplete', ()=>{game.anims.remove('c3animation')}, this)
        card4.on('animationcomplete', ()=>{game.anims.remove('c4animation')}, this)
        card5.on('animationcomplete', ()=>{game.anims.remove('c5animation')}, this)

 

Edited by FKL34TI5T5
Link to comment
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...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...