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()
}
}