Add: prev and next animal icon image in typing practice

This commit is contained in:
2018-09-17 08:39:33 +09:00
parent fe6f3c3c25
commit 974bd8e255
4 changed files with 51 additions and 31 deletions
+24 -16
View File
@@ -4,6 +4,21 @@ function Animal(type, x, y) {
this.sprite = null;
this.posX = x;
this.posY = y;
this.sprite = game.add.sprite(this.posX, this.posY); //, "snail_run1"); // this.spriteFrameNames.run1);
this.sprite.anchor.set(0.5);
}
Animal.prototype.setIconSprite = function(species) {
this.setSpecies(species);
this.spriteFrameNames = this.loadSpriteNames();
this.sprite.loadTexture(this.spriteFrameNames.run1);
}
Animal.prototype.setSpecies = function(species) {
this.species = species;
}
Animal.prototype.loadSpriteNames = function() {
@@ -17,15 +32,11 @@ Animal.prototype.loadSpriteNames = function() {
return spriteNames;
}
Animal.prototype.setSpecies = function(species) {
this.species = species;
if(this.animalType === Animal.TYPE_ICON)
return;
this.setupAnimation();
Animal.prototype.setAlpha = function(value) {
this.sprite.alpha = value;
}
Animal.prototype.tweenAnimation = function(animationType) {
switch(animationType) {
case Animal.ANIMATION_TYPE_CHANGE:
@@ -41,7 +52,6 @@ Animal.prototype.tweenAnimation = function(animationType) {
break;
}
}
Animal.prototype.setupAnimation = function() {
@@ -50,18 +60,14 @@ Animal.prototype.setupAnimation = function() {
this.animationFrameID = 1;
this.animationSpeedSec = 1000 / this.species.runningFPS;
if(this.sprite === null) {
this.sprite = game.add.sprite(this.posX, this.posY, this.spriteFrameNames.run1);
this.sprite.anchor.set(0.5);
this.sprite.width = 150;
this.sprite.height = 150;
}
this.stopAnimation();
this.animateionUpdate();
}
Animal.prototype.startAnimation = function() {
Animal.prototype.startAnimation = function(species) {
this.setSpecies(species);
this.setupAnimation();
if(this.timerEvent === null)
this.timerEvent = game.time.events.loop(this.animationSpeedSec, this.animateionUpdate, this);
}
@@ -74,6 +80,8 @@ Animal.prototype.animateionUpdate = function() {
} else {
this.sprite.loadTexture(this.spriteFrameNames.run1);
}
this.sprite.width = 150;
this.sprite.height = 150;
}
Animal.prototype.stopAnimation = function() {