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class Example extends Phaser.Scene { constructor () { super(); this.rope; this.count = 0; } preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('bg', 'assets/rope/background-grave.png'); this.load.spritesheet('skeleton', 'assets/rope/skeleton.png', { frameWidth: 1580 / 2, frameHeight: 932 / 2 }); } create () { this.bg = this.add.tileSprite(400, 100, 2000, 1143, 'bg'); this.anims.create({ key: 'skeletonRun', repeat: -1, frameRate: 10, frames: this.anims.generateFrameNumbers('skeleton', { start: 0, end: 7 }), }); // Ropes support animations in the same way that Sprites do. // There are some limitations - the main one being that they do not support custom offsets. // But on the whole, you can animation a Rope just like you would a Sprite, for some neat effects. this.rope = this.add.rope(400, 350, 'skeleton', 0, 12, false); this.rope.play('skeletonRun'); } update () { this.bg.tilePositionX += 2; this.count += 0.1; let points = this.rope.points; for (let i = 0; i < points.length; i++) { if (this.rope.horizontal) { points[i].y = Math.sin(i * 0.5 + this.count) * 10; } else { points[i].x = Math.sin(i * 0.5 + this.count) * 12; } } this.rope.setDirty(); } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#2d002d', parent: 'phaser-example', scene: Example }; let game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
constructor ()
{
super();
this.rope;
this.count = 0;
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('bg', 'assets/rope/background-grave.png');
this.load.spritesheet('skeleton', 'assets/rope/skeleton.png', { frameWidth: 1580 / 2, frameHeight: 932 / 2 });
}
create ()
{
this.bg = this.add.tileSprite(400, 100, 2000, 1143, 'bg');
this.anims.create({
key: 'skeletonRun',
repeat: -1,
frameRate: 10,
frames: this.anims.generateFrameNumbers('skeleton', { start: 0, end: 7 }),
});
// Ropes support animations in the same way that Sprites do.
// There are some limitations - the main one being that they do not support custom offsets.
// But on the whole, you can animation a Rope just like you would a Sprite, for some neat effects.
this.rope = this.add.rope(400, 350, 'skeleton', 0, 12, false);
this.rope.play('skeletonRun');
}
update ()
{
this.bg.tilePositionX += 2;
this.count += 0.1;
let points = this.rope.points;
for (let i = 0; i < points.length; i++)
{
if (this.rope.horizontal)
{
points[i].y = Math.sin(i * 0.5 + this.count) * 10;
}
else
{
points[i].x = Math.sin(i * 0.5 + this.count) * 12;
}
}
this.rope.setDirty();
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#2d002d',
parent: 'phaser-example',
scene: Example
};
let game = new Phaser.Game(config);