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我在開發非常基本的動畫中間, [氣球上升,幾次從屏幕上方反彈並彈出] 我有2個獨立的spritesheets ,一個用於氣球移動,另一個用於彈出。我做編碼的前半部分,現在我想弄清楚如何調用另一個精靈從這裏開始,在彈出的 是代碼,完成一個精靈,並開始另一個移相器
<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>hello phaser!</title>
<script src="./phaser-2.6.2/build/phaser.js"></script>
</head>
<body>
<script type="text/javascript">
window.onload = function()
{
var game = new Phaser.Game(800, 600, Phaser.AUTO, '',
{ preload: preload, create: create }
);
function preload()
{
game.load.image('bg', 'assets/yellow-bg.png');//loads the bg image
game.load.atlas('BlueAtlas',
'./assets/balloonBlue_atlas.png',
'./assets/balloonBlue.json'
);
game.load.atlas('PopAtlas',
'./assets/popB_atlas.png',
'./assets/popB.json'
);
}
var balloon;
function create()
{
this.background = this.add.tileSprite(
0,0, this.world.width,
this.world.height, 'bg'
);//loads bg
//gravity
game.physics.startSystem(Phaser.Physics.ARCADE);
//Set the world (global) gravity
game.physics.arcade.gravity.y = -100;//negative makes the balloon go up
//Sprite 2 is set to ignore the global gravity and use its own value
balloon = game.add.sprite(300, 550, 'BlueAtlas'); //x and y starting point
//Enable physics on those sprites
game.physics.enable(balloon, Phaser.Physics.ARCADE);
balloon.body.collideWorldBounds = true;
balloon.body.bounce.y = 0.5;
balloon.body.gravity.y = 50;
function render()
{
game.debug.text('no gravity', sprite4.x - 32, 64);
}
}
};
</script>
</body>
</html>
我在這是一個非常初級(開始使用移相器昨天)你能幫助我嗎? 我試圖從互聯網上看一些例子,但它是非常先進的,這將是非常好的一起得到一些解釋。 謝謝!
非常感謝!欣賞評論,真的有幫助! – Pikosan