Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by dahl

So lets say I have a wall, the bad guys hit the wall, it gets damaged, the next time they attack it crumbles. all different anims. Is there a way to start a level with the wall entity set to a certain "state" animation wise? Or would it just be better to create 3 diff entities for starting off levels?

Thanks.

1 decade ago by Graphikos

I do something like this to set a different animation to an entity on init.

EntityBlock = ig.Entity.extend({
	size: {x: 16, y: 16},
	
	type: ig.Entity.TYPE.NONE,
	checkAgainst: ig.Entity.TYPE.NONE,
	collides: ig.Entity.COLLIDES.FIXED,
	
	animSheet: new ig.AnimationSheet( "media/tiles-faded.png", 16, 16 ),	
	blockType: "black",
	
	init: function( x, y, settings ) {
		this.parent( x, y, settings );
		
		// Add the animations
		this.addAnim( "black", 1, [7] );
		this.addAnim( "red", 1, [8] );
		
		// Switch animations on Init
		this.currentAnim = this.anims[this.blockType];
	},
});

Then when you spawn the entity you can do this:

ig.game.spawnEntity( EntityBlock, 0, 0, { blockType: "red" } )

It would spawn a block with the red animation.
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