templates/platform/scripts/displays/hero.js in entityjs-0.4.0 vs templates/platform/scripts/displays/hero.js in entityjs-0.4.1
- old
+ new
@@ -1,7 +1,7 @@
re.c('hero')
-.requires('hero.png tsprite update force flicker body')
+.requires('hero.png tsprite update force animate body')
.defines({
speed:40 * re.sys.stepSize,
friX:0.75,
@@ -26,30 +26,30 @@
//walk back and fourth
if(re.pressed('a')){
this.velX -= this.speed;
this.scaleX = -1;
- if(!this.jump) this.flicker('run');
+ if(!this.jump) this.animate('run');
}
if(re.pressed('d')){
this.velX += this.speed;
this.scaleX = 1;
- if(!this.jump) this.flicker('run');
+ if(!this.jump) this.animate('run');
}
//switch back to idle animation if stopped moving
- if(this.isIdle(0.3)) this.flicker('idle');
+ if(this.isIdle(0.3)) this.animate('idle');
},
forceJump:function(){
this.jump = true;
this.velY -= this.jumpSpeed;
- this.flicker('jump');
+ this.animate('jump');
},
jumpReset:function(x, y, tx, ty){
//check if a hit happened on the y axis
if(y){
@@ -60,15 +60,15 @@
})
.init(function(){
//add animations
- this.addFlicker({
- idle:[-1, 600, [0, 1]],
- run:[-1, 800, [2, 3]],
- jump:[1, 500, [4, 5, 4]],
- ladder:[-1, 500, [6, 7]]
- });
+ 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
});
\ No newline at end of file