var myAnim = new spritesheet_animation_manager(".player");
/*
// add a sprite animation based off a row on a spritesheet
myAnim.add.row ( startx_x, starty,
qty,
icon_size_w_px, icon_size_h_px,
spacer_size_px );
myAnim.add.frame (x,y,xx,yy); // add a single frame
*/
/*
myAnim.add.row ( 0, 0,
3,
32, 32,
0 );
*/
myAnim.add.row ( 0, 32,
3,
32, 32,
0 );
/*
myAnim.add.col ( 0, 0,
4,
32, 32,
0 );
*/
myAnim.speed = 250;
myAnim.cur.direction = 'forward';
myAnim.cur.frame = 1; // force default start frame
myAnim.display.frame();
/// myAnim.looping = false;
myAnim.pingpong = true;
myAnim.control.play();
setTimeout( function() {
myAnim.control.stop(1); // you can pass a frame to jump to on stop
myAnim.display.frame(); // if you want to display the last frame, call this.
// the reason why I don't have control->stop update the last displayed icon:
// if user is say switching to a different animation object. So multiple
// objects can be manipulating the spritesheet on an class in different ways
// eg) different walking directions/styles
}
, 5000); // stop after 5 seconds
/*
setTimeout( function() {
myAnim.control.play(); // you can pass a frame to jump to on stop
}
, 5000); // play after 5 seconds
setTimeout( function() {
myAnim.control.play(); // you can pass a frame to jump to on stop
}
,8000); // play after 5 seconds
*/
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