Custom Walking Animation Mapping
Press the arrow keys to move. This demo shows how you can change the mapping of the frames for your character’s walking animations.
The Code
// Your game config
const game = new Phaser.Game(config);
function preload() {
this.load.image("tiles", "assets/cloud_tileset.png");
this.load.tilemapTiledJSON("cloud-city-map", "assets/cloud_city.json");
this.load.spritesheet("player", "assets/characters.png", {
frameWidth: 52,
frameHeight: 72,
});
}
function create() {
const cloudCityTilemap = this.make.tilemap({ key: "cloud-city-map" });
cloudCityTilemap.addTilesetImage("Cloud City", "tiles");
for (let i = 0; i < cloudCityTilemap.layers.length; i++) {
const layer = cloudCityTilemap.createLayer(i, "Cloud City", 0, 0);
layer.scale = 3;
}
const playerSprite = this.add.sprite(0, 0, "player");
playerSprite.scale = 1.5;
this.cameras.main.startFollow(playerSprite, true);
this.cameras.main.setFollowOffset(-playerSprite.width, -playerSprite.height);
const gridEngineConfig = {
characters: [
{
id: "player",
sprite: playerSprite,
walkingAnimationMapping: {
up: {
leftFoot: 39,
standing: 40,
rightFoot: 41,
},
down: {
leftFoot: 3,
standing: 4,
rightFoot: 5,
},
left: {
leftFoot: 15,
standing: 16,
rightFoot: 17,
},
right: {
leftFoot: 27,
standing: 28,
rightFoot: 29,
},
},
startPosition: { x: 8, y: 8 },
},
],
};
this.gridEngine.create(cloudCityTilemap, gridEngineConfig);
}
function update() {
const cursors = this.input.keyboard.createCursorKeys();
if (cursors.left.isDown) {
this.gridEngine.move("player", "left");
} else if (cursors.right.isDown) {
this.gridEngine.move("player", "right");
} else if (cursors.up.isDown) {
this.gridEngine.move("player", "up");
} else if (cursors.down.isDown) {
this.gridEngine.move("player", "down");
}
}