Weapon#addBulletAnimation()

addBulletAnimation(name, frames, frameRate, loop, useNumericIndex) → {Phaser.Weapon}

Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
The arguments are all the same as for Animation.add, and work in the same way.

Weapon.bulletAnimation will be set to this animation after it's created. From that point on, all
bullets fired will play using this animation. You can swap between animations by calling this method
several times, and then just changing the Weapon.bulletAnimation property to the name of the animation
you wish to play for the next launched bullet.

If you wish to stop using animations at all, set Weapon.bulletAnimation to '' (an empty string).

Parameters
Name Type Argument Default Description
name string

The unique (within the Weapon instance) name for the animation, i.e. "fire", "blast".

frames Array <optional>
null

An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.

frameRate number <optional>
60

The speed at which the animation should play. The speed is given in frames per second.

loop boolean <optional>
false

Whether or not the animation is looped or just plays once.

useNumericIndex boolean <optional>
true

Are the given frames using numeric indexes (default) or strings?

Returns

The Weapon Plugin.

Source code: plugins/weapon/WeaponPlugin.js (Line 1048)
doc_phaser
2017-02-14 11:19:39
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