1 decade ago by hschillig
I have a trigger (exit into new level and then they can exit back out). So it's similar to Pokemon where you can enter a building and then leave it. However, when it goes back to the previous map, I want the entity to spawn right by the trigger (in this case, below it).
How would I go about doing that with an entity?
How would I go about doing that with an entity?
EntityGirl = ig.Entity.extend({ animSheet: new ig.AnimationSheet( 'media/game2/player.png', 16, 16 ), size: {x: 16, y: 16}, flip: false, friction: {x: 800, y: 800}, accelGround: 300, accelAir: 150, health: 100, lastAction: 0, type: ig.Entity.TYPE.A, init: function( x, y, settings ) { this.parent( x, y, settings ); this.addAnim( 'idle', 1, [0] ); this.addAnim( 'run', 0.05, [0,1,2] ); this.addAnim( 'runUp', 0.05, [6,7,8] ); this.addAnim( 'runDown', 0.05, [3,4,5] ); this.addAnim( 'upIdle', 1, [6]); this.addAnim( 'downIdle', 1, [3]); }, update: function() { if( ig.input.state('left') ) { this.accel = {x: -this.accelGround, y: 0}; this.flip = true; this.lastAction = 0; } else if( ig.input.state('right') ) { this.accel = {x: this.accelGround, y: 0}; this.flip = false; this.lastAction = 0; } else if( ig.input.state('up') ) { this.accel = {x: 0, y: -this.accelAir}; this.flip = false; this.lastAction = 'up'; } else if( ig.input.state('down') ) { this.accel = {x: 0, y: this.accelAir}; this.flip = false; this.lastAction = 'down'; } else { this.accel = {x: 0, y: 0}; } // set the current animation, based on the player's speed if( this.accel.x != 0 ) { this.currentAnim = this.anims.run; } else if( this.accel.y > 0 ) { this.currentAnim = this.anims.runDown; } else if( this.accel.y < 0 ) { this.currentAnim = this.anims.runUp; } else { if( this.lastAction == 'up' ) { this.currentAnim = this.anims.upIdle; } else if( this.lastAction == 'down' ) { this.currentAnim = this.anims.downIdle; } else { this.currentAnim = this.anims.idle; } } this.currentAnim.flip.x = this.flip; // move! this.parent(); } });