Hi everyone,
My problem is simple as that : when i choose my entity from the displayed list in Weltmeister, its just represented by an empty square with yellow borderlines, and the entity's name on it. It doesn't show any sprites/images, and even if i launch the game it just doesnt show up. Any idea ?
Thanks :)
Have you defined a sprite sheet for your entity and set the current animation? If you did, the code of your entity would help.
Ah, and I dont think its necessary to post your question in two categories at the same time...
Here's my code :
ig.module(
'game.entities.cubeplayer'
)
.requires(
'impact.entity'
)
.defines(function(){
EntityCubeplayer = ig.Entity.extend({
size: {x:16, y:16},
collides: ig.Entity.COLLIDES.FIXED,
animSheet: new ig.AnimationSheet( 'media/cube.png', 16, 16 ),
update: function() {
if( ig.input.state('left') ) {
this.vel.x = -100;
}
else if( ig.input.state('right') ) {
this.vel.x = 100;
}
else {
this.vel.x = 0
}
this.parent();
}
});
});
and then i tried to add
init: function( x, y, settings ) {
this.parent( x, y, settings );
this.addAnim( 'idle', 1, [0] );
}
and here' the final code :
ig.module(
'game.entities.cubeplayer'
)
.requires(
'impact.entity'
)
.defines(function(){
EntityCubeplayer = ig.Entity.extend({
size: {x:16, y:16},
collides: ig.Entity.COLLIDES.FIXED,
animSheet: new ig.AnimationSheet( 'media/cube.png', 16, 16 ),
init: function( x, y, settings ) {
this.parent( x, y, settings );
this.addAnim( 'idle', 1, [0] );
},
update: function() {
if( ig.input.state('left') ) {
this.vel.x = -100;
}
else if( ig.input.state('right') ) {
this.vel.x = 100;
}
else {
this.vel.x = 0
}
this.parent();
}
});
but it doesn't work :/
P.S : Yes i'm sorry i just thought the other forum was simply deserted so i posted this thread here.
ITS GOOOOOOOOOOOOD ! Thanks Ute :)
1 decade ago
by tarrent
Hi RationalGaze, you seem to have forgotten to set the current animation (this.currentAnim) in the init() or anlywhere else.
init: function( x, y, settings ) {
this.parent( x, y, settings );
this.addAnim( 'idle', 1, [0] );
// set current animation here
this.currentAnim = this.anims.idle;
}
I hope this helps ;)
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