人物的四方向行走控制
精灵动画(只添加一个动画)
spritesheet animation
下面,我们要加入多几个动画,然后再加入键盘控制方向
var game = new Phaser.Game(300, 630, Phaser.AUTO, 'container', state); function state(){ var man this.init = function(){ game.stage.setBackgroundColor(0xffffff); } this.preload = function(){ //game.load.atlasXML('man', 'asset/atlas/sprites.png', 'asset/atlas/sprites.xml'); game.load.spritesheet('man', 'asset/panther.png', 56, 56); } this.create = function(){ man = game.add.sprite(0, 0, 'man'); man.animations.add('qian', [0, 1, 2, 3]); man.animations.add('left', [4, 5, 6, 7]); man.animations.add('right', [8, 9, 10, 11]); man.animations.add('hou', [12, 13, 14, 15]); game.camera.follow(man);//摄像机跟随人物 cursors = game.input.keyboard.createCursorKeys();//键盘控制快捷方法 //man.play('qian', 5, true); } this.update = function(){ if (cursors.up.isDown){ man.play('hou', 5, true); }else if (cursors.down.isDown){ man.play('qian', 5, true); }else if (cursors.left.isDown){ man.play('left', 5, true); }else if (cursors.right.isDown){ man.play('right', 5, true); } } }
接下来,让其在相应方向上移动
this.update = function(){ if (cursors.up.isDown){ man.play('hou', 5, true); if(man.y>0){man.y-=1;} }else if (cursors.down.isDown){ man.play('qian', 5, true); if(man.y0){man.x-=1;} }else if (cursors.right.isDown){ man.play('you', 5, true); if(man.x<200){man.x+=1;} }else{ man.animations.stop() } }