re.c('hero') .requires('hero.png tsprite update force animate body') .defines({ speed:40 * re.sys.stepSize, friX:0.75, friY:0.95, padX:6, bodyX:24, bodyY:24, jumpSpeed:480 * re.sys.stepSize, jump:false, ground:true, update:function(){ //jump if(this.ground && !this.jump && re.pressed('w')){ this.forceJump(); } //walk back and fourth if(re.pressed('a')){ this.velX -= this.speed; this.scaleX = -1; if(!this.jump) this.animate('run'); } if(re.pressed('d')){ this.velX += this.speed; this.scaleX = 1; if(!this.jump) this.animate('run'); } //switch back to idle animation if stopped moving if(this.isIdle(0.3)) this.animate('idle'); }, forceJump:function(){ this.jump = true; this.velY -= this.jumpSpeed; this.animate('jump'); }, jumpReset:function(x, y, tx, ty){ //check if a hit happened on the y axis if(y){ this.jump = false; this.ground = (ty >= this.posY); } } }) .init(function(){ //add animations this.anis = { idle:[800, [0, 1], -1], run:[800, [2, 3], 1], jump:[500, [4, 5, 4], 1], ladder:[500, [6, 7], -1] }; this.on({ update:this.update, aftermath:this.jumpReset }); });